namespace
{
-constexpr uint32_t CACHE_CLEAN_FRAME_COUNT = 600u; // 60fps * 10sec
+// TODO : Cache clean logic have some problem now. Just block it until bug resolved
+//constexpr uint32_t CACHE_CLEAN_FRAME_COUNT = 600u; // 60fps * 10sec
inline Graphics::Rect2D RecalculateScissorArea(const Graphics::Rect2D& scissorArea, int orientation, const Rect<int32_t>& viewportRect)
{
mImpl->pipelineCache->PreRender();
// Let we collect reference counts during CACHE_CLEAN_FRAME_COUNT frames.
+ // TODO : Cache clean logic have some problem now. Just block it until bug resolved
+ /*
if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 1)
{
mImpl->programController.ResetReferenceCount();
mImpl->shaderCache.ResetReferenceCount();
}
+ */
mImpl->commandBufferSubmitted = false;
}
}
// Remove unused shader and programs during CACHE_CLEAN_FRAME_COUNT frames.
+ // TODO : Cache clean logic have some problem now. Just block it until bug resolved
+ /*
if(mImpl->frameCount % CACHE_CLEAN_FRAME_COUNT == 0)
{
mImpl->programController.ClearUnusedCache();
mImpl->shaderCache.ClearUnusedCache();
}
+ */
const bool haveInstructions = count > 0u;