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authorPaul Lemire <paul.lemire@kdab.com>2019-09-27 14:31:21 +0200
committerPaul Lemire <paul.lemire@kdab.com>2019-10-21 13:35:38 +0200
commit7eb01e9532f080bef539808c0eb5e7c65cf34048 (patch)
tree5aadb0e7fcfb80a671641beb972345c4762f763a /.gitattributes
parent7d8fd90a1d5e59b21b29da3e7fd0e593e3d94620 (diff)
Split RenderCommand generation and uniform update
In most cases, we can generate the RenderCommands once and reuse them in subsequent frames only updating the uniforms. We still have to copy the RenderCommands as the renderer renders while we start preparing the next frame. This is still faster than regenerating them entirely. Regenerating the entire commands will happen only when FrameGraph or Scene structure changes. That should rarely be happening on a per frame basis. Next step could be to look at how to only update commands for Entity with Parameters that have changed. Change-Id: I202870850a46fcd3946f81bffddb7027d192f374 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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