Optimize renderer memory allocations with RenderListAllocation (mem pooling)
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@@ -174,7 +174,7 @@ private:
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};
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typedef Array<struct BatchedDrawCall, InlinedAllocation<8>> DrawCallsList;
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typedef Dictionary<DrawKey, struct BatchedDrawCall, HeapAllocation> BatchedDrawCalls;
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typedef Dictionary<DrawKey, struct BatchedDrawCall, class RenderListAllocation> BatchedDrawCalls;
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void DrawInstance(RenderContext& renderContext, FoliageInstance& instance, FoliageType& type, Model* model, int32 lod, float lodDitherFactor, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
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void DrawCluster(RenderContext& renderContext, FoliageCluster* cluster, FoliageType& type, DrawCallsList* drawCallsLists, BatchedDrawCalls& result) const;
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#else
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