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Optimize logging overhead and character animation threading
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5 changed files with 73 additions and 14 deletions
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@ -10,6 +10,7 @@
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#include <unordered_set>
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#include <string>
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#include <utility>
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#include <future>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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@ -269,6 +270,8 @@ private:
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// Maximum bones supported
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static constexpr int MAX_BONES = 240;
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uint32_t numAnimThreads_ = 1;
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std::vector<std::future<void>> animFutures_;
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// Shadow pipeline resources
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VkPipeline shadowPipeline_ = VK_NULL_HANDLE;
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