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@@ -3,44 +3,44 @@
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// Code licensed under the BSD License.
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// http://www.anki3d.org/LICENSE
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-#include <anki/renderer/RenderingPass.h>
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+#include <anki/renderer/RendererObject.h>
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#include <anki/renderer/Renderer.h>
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#include <anki/util/Enum.h>
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namespace anki
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{
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-GrManager& RenderingPass::getGrManager()
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+GrManager& RendererObject::getGrManager()
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{
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return m_r->getGrManager();
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}
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-const GrManager& RenderingPass::getGrManager() const
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+const GrManager& RendererObject::getGrManager() const
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{
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return m_r->getGrManager();
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}
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-HeapAllocator<U8> RenderingPass::getAllocator() const
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+HeapAllocator<U8> RendererObject::getAllocator() const
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{
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return m_r->getAllocator();
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}
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-StackAllocator<U8> RenderingPass::getFrameAllocator() const
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+StackAllocator<U8> RendererObject::getFrameAllocator() const
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{
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return m_r->getFrameAllocator();
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}
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-ResourceManager& RenderingPass::getResourceManager()
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+ResourceManager& RendererObject::getResourceManager()
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{
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return m_r->getResourceManager();
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}
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-void* RenderingPass::allocateFrameStagingMemory(PtrSize size, StagingGpuMemoryType usage, StagingGpuMemoryToken& token)
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+void* RendererObject::allocateFrameStagingMemory(PtrSize size, StagingGpuMemoryType usage, StagingGpuMemoryToken& token)
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{
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return m_r->getStagingGpuMemoryManager().allocateFrame(size, usage, token);
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}
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-void RenderingPass::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
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+void RendererObject::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
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{
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if(token && !token.isUnused())
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{
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@@ -52,7 +52,7 @@ void RenderingPass::bindUniforms(CommandBufferPtr& cmdb, U set, U binding, const
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}
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}
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-void RenderingPass::bindStorage(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
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+void RendererObject::bindStorage(CommandBufferPtr& cmdb, U set, U binding, const StagingGpuMemoryToken& token) const
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{
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if(token && !token.isUnused())
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{
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