Sort initial draw lists by pipeline
Fix applying pipeline state too often for scattered draw ranges Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
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7 changed files with 251 additions and 54 deletions
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@ -89,7 +89,7 @@ protected:
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void WaitForStreamBuffers();
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void ApplyLevelMesh();
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void DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, int start, int count, bool noFragmentShader);
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bool ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader);
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VulkanRenderDevice* fb = nullptr;
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