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More work on splitting up RendererStorage #59984
More work on splitting up RendererStorage #59984
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@clayjohn I may have really broken GLES3 here, the problem I ran into is that some of the initialization from RendererStorage has moved into the constructors of the different storage classes. I think we may need to change the way the GLES3 renderer is organized and do the same thing as with RendererRD. i.e. instead of embedding the instances into the rasterizer class, change them to pointers and instantiate them in the correct order and at the correct time while we set things up. |
That sounds like I good idea. I will take a closer look when I can. I have a feeling #59968 is related. |
I need to start doing more testing on GLES3, it's easy to get something mixed up. Though it compiles for me so wonder what that other issue is about, weird issue |
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Running the GLES3 renderer was likely already broken by earlier pull requests (which landed in 4.0alpha6). See #60106. |
@Calinou to be honest, once we split all this stuff out it probably is more efficient to just do one big push getting GLES3 cleaned up. I noticed that almost all the stuff I'm splitting out isn't even implemented in GLES3, I'm guessing because we've only done the 2D stuff and I've hardly touched that so.. |
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Looks mostly fine to me. I am a bit concerned about GLES3, but I am happy to dig into those issues after we merge this PR.
Thanks! |
I plan to handle a number of different RendererStorage related tasks here.
Done:
Todo (I'll do these in separate PRs afterall, it just gets hard to manage if I try to do all in one):