Merge pull request #92258 from DarioSamo/render_list_pass_alloc

Reduce allocations each time a render pass begins in RenderingDevice.
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Rémi Verschelde 2024-05-23 23:25:51 +02:00
commit abfe8ba7d6
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1 changed files with 6 additions and 3 deletions

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@ -3332,12 +3332,15 @@ Error RenderingDevice::_draw_list_setup_framebuffer(Framebuffer *p_framebuffer,
}
Error RenderingDevice::_draw_list_render_pass_begin(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i p_viewport_offset, Point2i p_viewport_size, RDD::FramebufferID p_framebuffer_driver_id, RDD::RenderPassID p_render_pass) {
LocalVector<RDD::RenderPassClearValue> clear_values;
LocalVector<RDG::ResourceTracker *> resource_trackers;
LocalVector<RDG::ResourceUsage> resource_usages;
thread_local LocalVector<RDD::RenderPassClearValue> clear_values;
thread_local LocalVector<RDG::ResourceTracker *> resource_trackers;
thread_local LocalVector<RDG::ResourceUsage> resource_usages;
bool uses_color = false;
bool uses_depth = false;
clear_values.clear();
clear_values.resize(p_framebuffer->texture_ids.size());
resource_trackers.clear();
resource_usages.clear();
int clear_values_count = 0;
{
int color_index = 0;