Optimize Animated Model rendering with hardware instancing
All models are using the same global buffer for skinned bones which allows to share shader binding for instancing. Refactor draw call for batching skinned mesh draws. Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
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@@ -487,7 +487,7 @@ bool MaterialGenerator::Generate(WriteStream& source, MaterialInfo& materialInfo
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switch (baseLayer->Domain)
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{
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case MaterialDomain::Surface:
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srv = 3; // Objects + Skinning Bones + Prev Bones
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srv = 2; // Objects + Skinning Bones
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break;
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case MaterialDomain::Decal:
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srv = 2; // Depth buffer + Stencil buffer
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