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Reduce allocations each time a render pass begins in RenderingDevice. #92258

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May 23, 2024
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9 changes: 6 additions & 3 deletions servers/rendering/rendering_device.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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());
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resource_trackers.clear();
resource_usages.clear();
int clear_values_count = 0;
{
int color_index = 0;
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