Tweaks
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@@ -181,7 +181,7 @@ void SceneRendering::RemoveActor(Actor* a, int32& key)
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#define DRAW_ACTOR(mode) e.Actor->Draw(mode)
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#endif
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void SceneRendering::DrawActorsJob(int32 i)
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void SceneRendering::DrawActorsJob(int32)
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{
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PROFILE_CPU();
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auto& mainContext = _drawBatch->GetMainContext();
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@@ -171,5 +171,5 @@ private:
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volatile int64 _drawListIndex;
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RenderContextBatch* _drawBatch;
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void DrawActorsJob(int32 i);
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void DrawActorsJob(int32);
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};
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@@ -637,27 +637,27 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
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if (useInstancing)
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{
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// Prepare buffer memory
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int32 batchesCount = 0;
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int32 instancedBatchesCount = 0;
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for (int32 i = 0; i < list.Batches.Count(); i++)
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{
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auto& batch = batchesData[i];
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if (batch.BatchSize > 1)
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batchesCount += batch.BatchSize;
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instancedBatchesCount += batch.BatchSize;
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}
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for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++)
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{
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auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]];
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if (batch.Instances.Count() > 1)
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batchesCount += batch.Instances.Count();
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instancedBatchesCount += batch.Instances.Count();
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}
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if (batchesCount == 0)
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if (instancedBatchesCount == 0)
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{
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// Faster path if none of the draw batches requires instancing
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useInstancing = false;
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goto DRAW;
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}
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_instanceBuffer.Clear();
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_instanceBuffer.Data.Resize(batchesCount * sizeof(InstanceData));
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_instanceBuffer.Data.Resize(instancedBatchesCount * sizeof(InstanceData));
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auto instanceData = (InstanceData*)_instanceBuffer.Data.Get();
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// Write to instance buffer
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