Optimize GPU particles drawing with batched indirect args setup before sorting
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@@ -98,7 +98,6 @@ ParticleBuffer::~ParticleBuffer()
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{
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SAFE_DELETE_GPU_RESOURCE(GPU.Buffer);
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SAFE_DELETE_GPU_RESOURCE(GPU.BufferSecondary);
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SAFE_DELETE_GPU_RESOURCE(GPU.IndirectDrawArgsBuffer);
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SAFE_DELETE_GPU_RESOURCE(GPU.SortingKeysBuffer);
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SAFE_DELETE_GPU_RESOURCE(GPU.SortedIndices);
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SAFE_DELETE(GPU.RibbonIndexBufferDynamic);
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@@ -146,7 +145,6 @@ bool ParticleBuffer::Init(ParticleEmitter* emitter)
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GPU.BufferSecondary = GPUDevice::Instance->CreateBuffer(TEXT("ParticleBuffer B"));
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if (GPU.BufferSecondary->Init(GPU.Buffer->GetDescription()))
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return true;
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GPU.IndirectDrawArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleIndirectDrawArgsBuffer"));
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GPU.PendingClear = true;
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GPU.HasValidCount = false;
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GPU.ParticleCounterOffset = size;
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