Optimize shadow projections rendering contexts to collect draw call indices only (draw calls from main render list)
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@@ -84,7 +84,7 @@ void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory c
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else if (origin.IsZero() && frustumsCount == 1)
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{
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// Fast path for no origin shifting with a single context
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auto& renderContext = renderContextBatch.Contexts[0];
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RenderContext& renderContext = renderContextBatch.GetMainContext();
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for (int32 i = 0; i < list.Count(); i++)
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{
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auto e = list.Get()[i];
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