-Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
- Render::Geometry* geometry,
- uint32_t blendingBitmask,
- const Vector4& blendColor,
- FaceCullingMode::Type faceCullingMode,
- bool preMultipliedAlphaEnabled,
- DepthWriteMode::Type depthWriteMode,
- DepthTestMode::Type depthTestMode,
- DepthFunction::Type depthFunction,
- StencilParameters& stencilParameters)
+namespace
+{
+MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+}
+
+void Renderer::PrepareCommandBuffer()
+{
+ // Reset latest geometry informations, So we can bind the first of geometry.
+ ReuseLatestBoundVertexAttributes(nullptr);
+
+ // todo : Fill here as many caches as we can store for reduce the number of command buffers
+}
+
+RendererKey Renderer::NewKey(SceneGraph::RenderDataProvider* dataProvider,
+ Render::Geometry* geometry,
+ uint32_t blendingBitmask,
+ const Vector4& blendColor,
+ FaceCullingMode::Type faceCullingMode,
+ bool preMultipliedAlphaEnabled,
+ DepthWriteMode::Type depthWriteMode,
+ DepthTestMode::Type depthTestMode,
+ DepthFunction::Type depthFunction,
+ StencilParameters& stencilParameters)