Refactor draw calls drawing to use single objects buffer and better materials batching
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@@ -48,7 +48,7 @@ void ParticleMaterialShader::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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const uint32 sortedIndicesOffset = drawCall.Particle.Module->SortedIndicesOffset;
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Span<byte> cb(_cbData.Get(), _cbData.Count());
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ASSERT_LOW_LAYER(cb.Length() >= sizeof(ParticleMaterialShaderData));
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