Merge remote-tracking branch 'origin/master' into 1.9
# Conflicts: # Source/Engine/Renderer/RenderList.cpp # Source/Engine/Renderer/RenderList.h
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@@ -217,17 +217,17 @@ struct DrawBatch
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/// <summary>
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/// The first draw call index.
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/// </summary>
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int32 StartIndex;
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uint16 StartIndex;
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/// <summary>
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/// A number of draw calls to be submitted at once.
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/// </summary>
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int32 BatchSize;
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uint16 BatchSize;
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/// <summary>
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/// The total amount of instances (sum from all draw calls in this batch).
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/// </summary>
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int32 InstanceCount;
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uint32 InstanceCount;
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bool operator<(const DrawBatch& other) const
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{
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@@ -525,7 +525,8 @@ public:
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/// <param name="pass">The draw pass (optional).</param>
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API_FUNCTION() FORCE_INLINE void SortDrawCalls(API_PARAM(Ref) const RenderContext& renderContext, bool reverseDistance, DrawCallsListType listType, DrawPass pass = DrawPass::All)
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{
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SortDrawCalls(renderContext, reverseDistance, DrawCallsLists[(int32)listType], DrawCalls, pass);
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const bool stable = listType == DrawCallsListType::Forward;
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SortDrawCalls(renderContext, reverseDistance, DrawCallsLists[(int32)listType], DrawCalls, pass, stable);
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}
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/// <summary>
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@@ -536,7 +537,8 @@ public:
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/// <param name="list">The collected draw calls indices list.</param>
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/// <param name="drawCalls">The collected draw calls list.</param>
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/// <param name="pass">The draw pass (optional).</param>
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void SortDrawCalls(const RenderContext& renderContext, bool reverseDistance, DrawCallsList& list, const RenderListBuffer<DrawCall>& drawCalls, DrawPass pass = DrawPass::All);
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/// <param name="stable">If set to <c>true</c> draw batches will be additionally sorted to prevent any flickering, otherwise Depth Buffer will smooth out any non-stability in sorting.</param>
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void SortDrawCalls(const RenderContext& renderContext, bool reverseDistance, DrawCallsList& list, const RenderListBuffer<DrawCall>& drawCalls, DrawPass pass = DrawPass::All, bool stable = false);
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/// <summary>
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/// Executes the collected draw calls.
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