Refactor draw calls drawing to use single objects buffer and better materials batching
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@@ -37,7 +37,7 @@ void DeformableMaterialShader::Bind(BindParameters& params)
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// Prepare
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auto context = params.GPUContext;
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auto& view = params.RenderContext.View;
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auto& drawCall = *params.FirstDrawCall;
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auto& drawCall = *params.DrawCall;
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Span<byte> cb(_cbData.Get(), _cbData.Count());
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ASSERT_LOW_LAYER(cb.Length() >= sizeof(DeformableMaterialShaderData));
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auto materialData = reinterpret_cast<DeformableMaterialShaderData*>(cb.Get());
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