Optimize async scene loading to run in separate stages with time-slicing

This commit is contained in:
Wojtek Figat
2025-06-11 14:33:47 +02:00
parent b50f3fcb64
commit d6eb647d59
3 changed files with 328 additions and 181 deletions

View File

@@ -3,7 +3,7 @@
#include "Cache.h"
#include "FlaxEngine.Gen.h"
CollectionPoolCache<ISerializeModifier, Cache::ISerializeModifierClearCallback> Cache::ISerializeModifier;
Cache::ISerializeModifierCache Cache::ISerializeModifier;
void Cache::ISerializeModifierClearCallback(::ISerializeModifier* obj)
{

View File

@@ -15,11 +15,12 @@ public:
static void ISerializeModifierClearCallback(ISerializeModifier* obj);
public:
typedef CollectionPoolCache<ISerializeModifier, ISerializeModifierClearCallback> ISerializeModifierCache;
/// <summary>
/// Gets the ISerializeModifier lookup cache. Safe allocation, per thread, uses caching.
/// </summary>
static CollectionPoolCache<ISerializeModifier, ISerializeModifierClearCallback> ISerializeModifier;
static ISerializeModifierCache ISerializeModifier;
public: