Optimize Animated Model bones buffer flushing with delayed draw action to reduce lock contention

#3917 #3827
This commit is contained in:
Wojtek Figat
2026-02-06 13:27:53 +01:00
parent 73c19b278f
commit 4afd9fd8df
5 changed files with 22 additions and 21 deletions

View File

@@ -461,7 +461,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
// Perform custom post-scene drawing (eg. GPU dispatches used by VFX)
for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++)
renderContextBatch.Contexts[i].List->DrainDelayedDraws(renderContextBatch, i);
renderContextBatch.Contexts[i].List->DrainDelayedDraws(context, renderContextBatch, i);
#if USE_EDITOR
GBufferPass::Instance()->OverrideDrawCalls(renderContext);