Optimize Animated Model bones buffer flushing with delayed draw action to reduce lock contention
#3917 #3827
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@@ -461,7 +461,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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// Perform custom post-scene drawing (eg. GPU dispatches used by VFX)
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for (int32 i = 0; i < renderContextBatch.Contexts.Count(); i++)
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renderContextBatch.Contexts[i].List->DrainDelayedDraws(renderContextBatch, i);
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renderContextBatch.Contexts[i].List->DrainDelayedDraws(context, renderContextBatch, i);
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#if USE_EDITOR
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GBufferPass::Instance()->OverrideDrawCalls(renderContext);
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