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Rendering: Fix priority sort table
1 parent 16bb065 commit 0043c95

1 file changed

Lines changed: 5 additions & 1 deletion

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servers/rendering/rendering_device_graph.cpp

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2643,13 +2643,16 @@ void RenderingDeviceGraph::end(bool p_reorder_commands, bool p_full_barriers, RD
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}
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// Batch buffer, texture, draw lists and compute operations together.
2646-
const uint32_t PriorityTable[RecordedCommand::TYPE_MAX] = {
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const uint32_t PriorityTable[] = {
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0, // TYPE_NONE
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6, // TYPE_BOTTOM_LEVEL_ACCELERATION_STRUCTURE_BUILD
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6, // TYPE_TOP_LEVEL_ACCELERATION_STRUCTURE_BUILD
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1, // TYPE_BUFFER_CLEAR
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1, // TYPE_BUFFER_COPY
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1, // TYPE_BUFFER_GET_DATA
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1, // TYPE_BUFFER_UPDATE
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4, // TYPE_COMPUTE_LIST
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7, // TYPE_RAYTRACING_LIST
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3, // TYPE_DRAW_LIST
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2, // TYPE_TEXTURE_CLEAR_COLOR
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2, // TYPE_TEXTURE_CLEAR_DEPTH_STENCIL
@@ -2660,6 +2663,7 @@ void RenderingDeviceGraph::end(bool p_reorder_commands, bool p_full_barriers, RD
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2, // TYPE_CAPTURE_TIMESTAMP
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5, // TYPE_DRIVER_CALLBACK
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};
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static_assert(std_size(PriorityTable) == RecordedCommand::TYPE_MAX, "PriorityTable must have one entry per RecordedCommand::Type");
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commands_sorted.clear();
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commands_sorted.resize(command_count);

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