Some more optimization and fixed sorting of render job objects in RenderSystem
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@@ -16,16 +16,15 @@ struct RenderJob
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public:
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float Depth;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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protected:
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uint64_t Hash;
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virtual void CalculateHash() = 0;
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bool operator<(const RenderJob& rhs)
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{
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return this->Hash < rhs.Hash;
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}
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};
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#endif
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