Add multi-threaded scene rendering with Job System
This commit is contained in:
@@ -1,25 +1,14 @@
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#define SCENE_RENDERING_USE_PROFILER 0
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#define SCENE_RENDERING_USE_PROFILER_PER_ACTOR 0
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#include "SceneRendering.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#if SCENE_RENDERING_USE_PROFILER
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#include "Engine/Profiler/ProfilerCPU.h"
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#endif
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FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const BoundingFrustum* frustums, int32 frustumsCount)
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{
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for (int32 i = 0; i < frustumsCount; i++)
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{
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if (frustums[i].Intersects(bounds))
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return true;
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}
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return false;
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}
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ISceneRenderingListener::~ISceneRenderingListener()
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{
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@@ -38,99 +27,65 @@ void ISceneRenderingListener::ListenSceneRendering(SceneRendering* scene)
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}
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}
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FORCE_INLINE bool FrustumsListCull(const BoundingSphere& bounds, const Array<BoundingFrustum>& frustums)
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{
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const int32 count = frustums.Count();
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const BoundingFrustum* data = frustums.Get();
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for (int32 i = 0; i < count; i++)
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{
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if (data[i].Intersects(bounds))
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return true;
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}
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return false;
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}
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void SceneRendering::Draw(RenderContextBatch& renderContextBatch, DrawCategory category)
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{
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ScopeLock lock(Locker);
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auto& view = renderContextBatch.GetMainContext().View;
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const Vector3 origin = view.Origin;
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for (auto& renderContext : renderContextBatch.Contexts)
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renderContext.List->Scenes.Add(this);
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auto& list = Actors[(int32)category];
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_drawListData = list.Get();
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_drawListSize = list.Count();
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_drawBatch = &renderContextBatch;
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// Setup frustum data
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Array<BoundingFrustum, RendererAllocation> frustumsData;
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BoundingFrustum* frustums = &view.CullingFrustum;
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int32 frustumsCount = renderContextBatch.Contexts.Count();
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auto& frustumsData = _drawFrustumsData;
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const int32 frustumsCount = renderContextBatch.Contexts.Count();
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if (frustumsCount != 1)
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{
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frustumsData.Resize(frustumsCount);
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frustums = frustumsData.Get();
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for (int32 i = 0; i < frustumsCount; i++)
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frustums[i] = renderContextBatch.Contexts[i].View.CullingFrustum;
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frustumsData.Get()[i] = renderContextBatch.Contexts[i].View.CullingFrustum;
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}
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#define CHECK_ACTOR ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || FrustumsListCull(e.Bounds, frustums, frustumsCount)))
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#define CHECK_ACTOR_SINGLE_FRUSTUM ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || frustums->Intersects(e.Bounds)))
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#if SCENE_RENDERING_USE_PROFILER
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#define DRAW_ACTOR(mode) PROFILE_CPU_ACTOR(e.Actor); e.Actor->Draw(mode)
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#else
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#define DRAW_ACTOR(mode) e.Actor->Draw(mode)
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#endif
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// Draw all visual components
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if (view.IsOfflinePass)
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_drawListIndex = -1;
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if (_drawListSize >= 64 && category == SceneDrawAsync)
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{
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// Offline pass with additional static flags culling
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for (int32 i = 0; i < list.Count(); i++)
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{
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auto e = list.Get()[i];
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e.Bounds.Center -= origin;
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if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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{
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DRAW_ACTOR(renderContextBatch);
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}
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}
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}
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else if (origin.IsZero() && frustumsCount == 1)
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{
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// Fast path for no origin shifting with a single context
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RenderContext& renderContext = renderContextBatch.GetMainContext();
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for (int32 i = 0; i < list.Count(); i++)
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{
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auto e = list.Get()[i];
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if (CHECK_ACTOR_SINGLE_FRUSTUM)
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{
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DRAW_ACTOR(renderContext);
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}
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}
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}
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else if (origin.IsZero())
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{
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// Fast path for no origin shifting
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for (int32 i = 0; i < list.Count(); i++)
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{
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auto e = list.Get()[i];
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if (CHECK_ACTOR)
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{
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DRAW_ACTOR(renderContextBatch);
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}
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}
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// Run in async via Job System
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Function<void(int32)> func;
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func.Bind<SceneRendering, &SceneRendering::DrawActorsJob>(this);
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const uint64 waitLabel = JobSystem::Dispatch(func, JobSystem::GetThreadsCount());
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renderContextBatch.WaitLabels.Add(waitLabel);
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}
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else
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{
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// Generic case
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for (int32 i = 0; i < list.Count(); i++)
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{
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auto e = list.Get()[i];
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e.Bounds.Center -= origin;
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if (CHECK_ACTOR)
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{
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DRAW_ACTOR(renderContextBatch);
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}
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}
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// Scene is small so draw on a main-thread
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DrawActorsJob(0);
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}
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#undef CHECK_ACTOR
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#undef DRAW_ACTOR
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#if USE_EDITOR
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if (view.Pass & DrawPass::GBuffer && category == SceneDraw)
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{
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// Draw physics shapes
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if (view.Flags & ViewFlags::PhysicsDebug || view.Mode == ViewMode::PhysicsColliders)
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{
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const PhysicsDebugCallback* physicsDebugData = PhysicsDebug.Get();
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for (int32 i = 0; i < PhysicsDebug.Count(); i++)
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{
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PhysicsDebug[i](view);
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physicsDebugData[i](view);
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}
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}
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}
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@@ -144,7 +99,7 @@ void SceneRendering::CollectPostFxVolumes(RenderContext& renderContext)
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#endif
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for (int32 i = 0; i < PostFxProviders.Count(); i++)
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{
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PostFxProviders[i]->Collect(renderContext);
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PostFxProviders.Get()[i]->Collect(renderContext);
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}
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}
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@@ -174,7 +129,7 @@ void SceneRendering::AddActor(Actor* a, int32& key, DrawCategory category)
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key = 0;
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for (; key < list.Count(); key++)
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{
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if (list[key].Actor == nullptr)
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if (list.Get()[key].Actor == nullptr)
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break;
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}
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if (key == list.Count())
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@@ -217,3 +172,65 @@ void SceneRendering::RemoveActor(Actor* a, int32& key, DrawCategory category)
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}
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key = -1;
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}
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#define FOR_EACH_BATCH_ACTOR const int64 count = _drawListSize; while (true) { const int64 index = Platform::InterlockedIncrement(&_drawListIndex); if (index >= count) break; auto e = _drawListData[index];
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#define CHECK_ACTOR ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || FrustumsListCull(e.Bounds, _drawFrustumsData)))
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#define CHECK_ACTOR_SINGLE_FRUSTUM ((view.RenderLayersMask.Mask & e.LayerMask) && (e.NoCulling || view.CullingFrustum.Intersects(e.Bounds)))
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#if SCENE_RENDERING_USE_PROFILER_PER_ACTOR
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#define DRAW_ACTOR(mode) PROFILE_CPU_ACTOR(e.Actor); e.Actor->Draw(mode)
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#else
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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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{
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PROFILE_CPU();
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auto& mainContext = _drawBatch->GetMainContext();
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const auto& view = mainContext.View;
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if (view.IsOfflinePass)
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{
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// Offline pass with additional static flags culling
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FOR_EACH_BATCH_ACTOR
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e.Bounds.Center -= view.Origin;
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if (CHECK_ACTOR && e.Actor->GetStaticFlags() & view.StaticFlagsMask)
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{
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DRAW_ACTOR(*_drawBatch);
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}
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}
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}
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else if (view.Origin.IsZero() && _drawFrustumsData.Count() == 1)
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{
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// Fast path for no origin shifting with a single context
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FOR_EACH_BATCH_ACTOR
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if (CHECK_ACTOR_SINGLE_FRUSTUM)
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{
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DRAW_ACTOR(mainContext);
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}
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}
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}
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else if (view.Origin.IsZero())
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{
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// Fast path for no origin shifting
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FOR_EACH_BATCH_ACTOR
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if (CHECK_ACTOR)
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{
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DRAW_ACTOR(*_drawBatch);
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}
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}
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}
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else
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{
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// Generic case
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FOR_EACH_BATCH_ACTOR
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e.Bounds.Center -= view.Origin;
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if (CHECK_ACTOR)
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{
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DRAW_ACTOR(*_drawBatch);
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}
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}
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}
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}
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#undef FOR_EACH_BATCH_ACTOR
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#undef CHECK_ACTOR
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#undef DRAW_ACTOR
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