Minor improvements
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@@ -39,7 +39,6 @@ public:
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/// <summary>
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/// Returns true if data is valid.
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/// </summary>
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/// <returns>True if is valid, otherwise false.</returns>
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FORCE_INLINE bool IsValid() const
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{
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return _data != nullptr;
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@@ -48,7 +47,6 @@ public:
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/// <summary>
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/// Returns true if data is invalid.
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/// </summary>
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/// <returns>True if is invalid, otherwise false.</returns>
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FORCE_INLINE bool IsInvalid() const
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{
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return _data == nullptr;
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@@ -57,7 +55,6 @@ public:
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/// <summary>
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/// Gets length of the data.
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/// </summary>
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/// <returns>The amount of elements.</returns>
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FORCE_INLINE int32 Length() const
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{
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return _length;
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@@ -66,7 +63,6 @@ public:
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/// <summary>
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/// Gets the pointer to the data.
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/// </summary>
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/// <returns>The data.</returns>
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FORCE_INLINE T* Get()
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{
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return _data;
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@@ -75,7 +71,6 @@ public:
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/// <summary>
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/// Gets the pointer to the data.
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/// </summary>
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/// <returns>The data.</returns>
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FORCE_INLINE const T* Get() const
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{
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return _data;
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@@ -84,7 +79,6 @@ public:
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/// <summary>
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/// Gets the pointer to the data.
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/// </summary>
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/// <returns>The data.</returns>
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template<typename U>
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FORCE_INLINE U* Get() const
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{
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@@ -470,7 +470,7 @@ API_STRUCT(NoDefault) struct RenderContextBatch
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/// <summary>
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/// The Job System labels to wait on, after draw calls collecting.
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/// </summary>
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API_FIELD() Array<int64, InlinedAllocation<8>> WaitLabels;
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API_FIELD() Array<uint64, InlinedAllocation<8>> WaitLabels;
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RenderContextBatch() = default;
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RenderContextBatch(SceneRenderTask* task);
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@@ -40,6 +40,7 @@ namespace
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};
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Array<MemPoolEntry> MemPool;
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CriticalSection MemPoolLocker;
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}
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void RendererDirectionalLightData::SetupLightData(LightData* data, bool useShadow) const
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@@ -113,6 +114,7 @@ void RendererSkyLightData::SetupLightData(LightData* data, bool useShadow) const
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void* RendererAllocation::Allocate(uintptr size)
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{
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void* result = nullptr;
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MemPoolLocker.Lock();
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for (int32 i = 0; i < MemPool.Count(); i++)
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{
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if (MemPool[i].Size == size)
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@@ -122,6 +124,7 @@ void* RendererAllocation::Allocate(uintptr size)
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break;
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}
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}
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MemPoolLocker.Unlock();
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if (!result)
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{
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result = Platform::Allocate(size, 16);
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@@ -131,7 +134,9 @@ void* RendererAllocation::Allocate(uintptr size)
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void RendererAllocation::Free(void* ptr, uintptr size)
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{
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MemPoolLocker.Lock();
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MemPool.Add({ ptr, size });
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MemPoolLocker.Unlock();
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}
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RenderList* RenderList::GetFromPool()
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