public static void Start(Args args) { var job = m_instancePool.Allocate(); job.m_args = args; Parallel.Start(job, job.m_onComplete); }
public static void Start(Args args) { var job = m_instancePool.Allocate(); job.m_args = args; args.Tracker.Add(args.DefId, job); MyPrecalcComponent.EnqueueBack(job, true); }
public static void Start(MyVoxelPhysicsBody targetPhysics, ref HashSet <Vector3I> cellBatchForSwap) { var job = m_instancePool.Allocate(); job.m_targetPhysics = targetPhysics; MyUtils.Swap(ref job.CellBatch, ref cellBatchForSwap); Debug.Assert(targetPhysics.RunningBatchTask == null); targetPhysics.RunningBatchTask = job; MyPrecalcComponent.EnqueueBack(job, true); }
public static void Start(MyVoxelPhysicsBody targetPhysics, ref HashSet <Vector3I> cellBatchForSwap, int lod) { MyPrecalcJobPhysicsBatch job = m_instancePool.Allocate(); job.Lod = lod; job.m_targetPhysics = targetPhysics; MyUtils.Swap <HashSet <Vector3I> >(ref job.CellBatch, ref cellBatchForSwap); targetPhysics.RunningBatchTask[lod] = job; MyPrecalcComponent.EnqueueBack(job); }
public static void Start(Args args) { var job = m_instancePool.Allocate(); job.m_args = args; args.Tracker.Cancel(args.GeometryCell); args.Tracker.Add(args.GeometryCell, job); MyPrecalcComponent.EnqueueBack(job); }
public static void Start(Args args) { Debug.Assert(args.Storage != null); var job = m_instancePool.Allocate(); job.m_isCancelled = false; job.m_args = args; args.RenderWorkTracker.Add(args.WorkId, job); MyPrecalcComponent.EnqueueBack(job, false /*job.m_args.IsHighPriority*/); }
public void SpawnFlora(Vector3D pos) { if (m_planetEnvironmentSectors == null) { m_planetEnvironmentSectors = new Dictionary <Vector3I, MyPlanetEnvironmentSector>(500); } Vector3D gravity = GetWorldGravityNormalized(ref pos); Vector3D perpedincular = MyUtils.GetRandomPerpendicularVector(ref gravity); Vector3D third = Vector3D.Cross(gravity, perpedincular); perpedincular += third; Vector3I min = new Vector3I(-ENVIROMENT_EXTEND); Vector3I max = new Vector3I(ENVIROMENT_EXTEND); Vector3 offset = new Vector3(-MyPlanetEnvironmentSector.SECTOR_SIZE_METERS); for (var it = new Vector3I.RangeIterator(ref min, ref max); it.IsValid(); it.MoveNext()) { Vector3D currentPos = pos + it.Current * offset * perpedincular; currentPos = PlaceToOrbit(currentPos, ref gravity); if (false == ChekPosition(currentPos)) { Vector3I newSector = Vector3I.Floor(currentPos / MyPlanetEnvironmentSector.SECTOR_SIZE_METERS); if (m_planetSectorsPool == null) { m_planetSectorsPool = new MyDynamicObjectPool <MyPlanetEnvironmentSector>(400); } MyPlanetEnvironmentSector sector = m_planetSectorsPool.Allocate(); sector.Init(ref newSector, this); m_planetEnvironmentSectors[newSector] = sector; sector.PlaceItems(); } } Vector3I sectorCoords = Vector3I.Floor(PlaceToOrbit(pos, ref gravity) / MyPlanetEnvironmentSector.SECTOR_SIZE_METERS); Vector3I keepMin = sectorCoords + new Vector3I(-ENVIROMENT_EXTEND_KEEP); Vector3I keepMax = sectorCoords + new Vector3I(ENVIROMENT_EXTEND_KEEP); foreach (var enviromentSector in m_planetEnvironmentSectors) { if (enviromentSector.Key.IsInsideInclusive(keepMin, keepMax)) { m_sectorsToKeep.Add(enviromentSector.Key); } } }
public static void Start(Args args) { Debug.Assert(args.Storage != null); var job = m_instancePool.Allocate(); job.m_isCancelled = false; job.m_args = args; if (!args.RenderWorkTracker.Exists(args.WorkId)) { args.RenderWorkTracker.Add(args.WorkId, job); } MyPrecalcComponent.EnqueueBack(job); }
// Adds a triangle and connects it to the other triangles in the mesh by the given edges. // Because connecting by vertices would produce non-manifold meshes, we connect triangles by their edges. // When a triangle is added that connects to another triangle only by a vertex, the two touching vertices will be regarded // as two separate vertices and they will only be merged when another triangle is added that shares two edges with the two // original triangles. // // When the method returns, edgeAB, edgeBC and edgeCA will contain the indices for the new edges. // The positions of vertices A, B and C will be unmodified and might not correspond to the real positions of the resulting // triangle's vertices (because the positions of the original edge vertices will sometimes be used due to edge merging). // // Note: The triangle's vertices and edges must be ordered clockwise: // B // / \ // / \ // AB BC // / \ // / \ // A -- CA --- C protected MyNavigationTriangle AddTriangle(ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA) { MyNavigationTriangle newTri = m_triPool.Allocate(); // There are several cases that need to be handled and they can be distinguished by the number of // existing edges and their shared vertices. int newEdgeCount = 0; newEdgeCount += edgeAB == -1 ? 1 : 0; newEdgeCount += edgeBC == -1 ? 1 : 0; newEdgeCount += edgeCA == -1 ? 1 : 0; int newTriIndex = -1; if (newEdgeCount == 3) { newTriIndex = m_mesh.MakeNewTriangle(newTri, ref A, ref B, ref C, out edgeAB, out edgeBC, out edgeCA); } else if (newEdgeCount == 2) { if (edgeAB != -1) { newTriIndex = m_mesh.ExtrudeTriangleFromEdge(ref C, edgeAB, newTri, out edgeBC, out edgeCA); } else if (edgeBC != -1) { newTriIndex = m_mesh.ExtrudeTriangleFromEdge(ref A, edgeBC, newTri, out edgeCA, out edgeAB); } else { newTriIndex = m_mesh.ExtrudeTriangleFromEdge(ref B, edgeCA, newTri, out edgeAB, out edgeBC); } } else if (newEdgeCount == 1) { if (edgeAB == -1) { newTriIndex = GetTriangleOneNewEdge(ref edgeAB, ref edgeBC, ref edgeCA, newTri); } else if (edgeBC == -1) { newTriIndex = GetTriangleOneNewEdge(ref edgeBC, ref edgeCA, ref edgeAB, newTri); } else { newTriIndex = GetTriangleOneNewEdge(ref edgeCA, ref edgeAB, ref edgeBC, newTri); } } else { var entryAB = m_mesh.GetEdge(edgeAB); var entryBC = m_mesh.GetEdge(edgeBC); var entryCA = m_mesh.GetEdge(edgeCA); int sharedA = entryCA.TryGetSharedVertex(ref entryAB); int sharedB = entryAB.TryGetSharedVertex(ref entryBC); int sharedC = entryBC.TryGetSharedVertex(ref entryCA); int sharedVertCount = 0; sharedVertCount += sharedA == -1 ? 0 : 1; sharedVertCount += sharedB == -1 ? 0 : 1; sharedVertCount += sharedC == -1 ? 0 : 1; if (sharedVertCount == 3) { newTriIndex = m_mesh.MakeFace(newTri, edgeAB); } else if (sharedVertCount == 2) { if (sharedA == -1) { newTriIndex = GetTriangleTwoSharedVertices(edgeAB, edgeBC, ref edgeCA, sharedB, sharedC, newTri); } else if (sharedB == -1) { newTriIndex = GetTriangleTwoSharedVertices(edgeBC, edgeCA, ref edgeAB, sharedC, sharedA, newTri); } else { newTriIndex = GetTriangleTwoSharedVertices(edgeCA, edgeAB, ref edgeBC, sharedA, sharedB, newTri); } } else if (sharedVertCount == 1) { if (sharedA != -1) { newTriIndex = GetTriangleOneSharedVertex(edgeCA, edgeAB, ref edgeBC, sharedA, newTri); } else if (sharedB != -1) { newTriIndex = GetTriangleOneSharedVertex(edgeAB, edgeBC, ref edgeCA, sharedB, newTri); } else { newTriIndex = GetTriangleOneSharedVertex(edgeBC, edgeCA, ref edgeAB, sharedC, newTri); } } else { int next, prev; newTriIndex = m_mesh.ExtrudeTriangleFromEdge(ref C, edgeAB, newTri, out next, out prev); m_mesh.MergeEdges(prev, edgeCA); m_mesh.MergeEdges(next, edgeBC); } } newTri.Init(this, newTriIndex); return(newTri); }
internal static MySingleInstance Allocate() { return(m_objectPool.Allocate()); }
internal BoundingFrustumD AllocateFrustum() { return(m_frustumPool.Allocate()); }
private bool AddCell(Vector3I cellPos) { MyCellCoord coord = new MyCellCoord(NAVMESH_LOD, cellPos); var geometry = m_voxelMap.Storage.Geometry; MyVoxelGeometry.CellData data = geometry.GetCell(ref coord); if (data == null) { m_processedCells.Add(ref cellPos); m_higherLevelHelper.AddExplored(ref cellPos); return(false); } ulong packedCoord = coord.PackId64(); List <DebugDrawEdge> debugEdgesList = new List <DebugDrawEdge>(); m_debugCellEdges[packedCoord] = debugEdgesList; MyVoxelPathfinding.CellId cellId = new MyVoxelPathfinding.CellId() { VoxelMap = m_voxelMap, Pos = cellPos }; MyTrace.Send(TraceWindow.Ai, "Adding cell " + cellPos); m_connectionHelper.ClearCell(); m_vertexMapping.Init(data.VoxelVerticesCount); // Prepare list of possibly intersecting cube grids for voxel-grid navmesh intersection testing Vector3D bbMin = m_voxelMap.PositionLeftBottomCorner + (m_cellSize * (new Vector3D(-0.125) + cellPos)); Vector3D bbMax = m_voxelMap.PositionLeftBottomCorner + (m_cellSize * (Vector3D.One + cellPos)); BoundingBoxD cellBB = new BoundingBoxD(bbMin, bbMax); m_tmpGridList.Clear(); m_navmeshCoordinator.PrepareVoxelTriangleTests(cellBB, m_tmpGridList); Vector3D voxelMapCenter = m_voxelMap.PositionComp.GetPosition(); Vector3 centerDisplacement = voxelMapCenter - m_voxelMap.PositionLeftBottomCorner; // This is needed for correct edge classification - to tell, whether the edges are inner or outer edges of the cell ProfilerShort.Begin("Triangle preprocessing"); for (int i = 0; i < data.VoxelTrianglesCount; i++) { short a = data.VoxelTriangles[i].VertexIndex0; short b = data.VoxelTriangles[i].VertexIndex1; short c = data.VoxelTriangles[i].VertexIndex2; Vector3 aPos, bPos, cPos; Vector3 vert; data.GetUnpackedPosition(a, out vert); aPos = vert - centerDisplacement; data.GetUnpackedPosition(b, out vert); bPos = vert - centerDisplacement; data.GetUnpackedPosition(c, out vert); cPos = vert - centerDisplacement; bool invalidTriangle = false; if ((bPos - aPos).LengthSquared() <= MyVoxelConnectionHelper.OUTER_EDGE_EPSILON_SQ) { m_vertexMapping.Union(a, b); invalidTriangle = true; } if ((cPos - aPos).LengthSquared() <= MyVoxelConnectionHelper.OUTER_EDGE_EPSILON_SQ) { m_vertexMapping.Union(a, c); invalidTriangle = true; } if ((cPos - bPos).LengthSquared() <= MyVoxelConnectionHelper.OUTER_EDGE_EPSILON_SQ) { m_vertexMapping.Union(b, c); invalidTriangle = true; } if (invalidTriangle) { continue; } m_connectionHelper.PreprocessInnerEdge(a, b); m_connectionHelper.PreprocessInnerEdge(b, c); m_connectionHelper.PreprocessInnerEdge(c, a); } ProfilerShort.End(); ProfilerShort.Begin("Free face sorting"); // Ensure that the faces have increasing index numbers Mesh.SortFreeFaces(); ProfilerShort.End(); m_higherLevelHelper.OpenNewCell(coord); ProfilerShort.Begin("Adding triangles"); for (int i = 0; i < data.VoxelTrianglesCount; i++) { short a = data.VoxelTriangles[i].VertexIndex0; short b = data.VoxelTriangles[i].VertexIndex1; short c = data.VoxelTriangles[i].VertexIndex2; short setA = (short)m_vertexMapping.Find(a); short setB = (short)m_vertexMapping.Find(b); short setC = (short)m_vertexMapping.Find(c); if (setA == setB || setB == setC || setA == setC) { continue; } Vector3 aPos, bPos, cPos; Vector3 vert; data.GetUnpackedPosition(setA, out vert); aPos = vert - centerDisplacement; data.GetUnpackedPosition(setB, out vert); bPos = vert - centerDisplacement; data.GetUnpackedPosition(setC, out vert); cPos = vert - centerDisplacement; if (MyFakes.NAVMESH_PRESUMES_DOWNWARD_GRAVITY) { Vector3 normal = (cPos - aPos).Cross(bPos - aPos); normal.Normalize(); if (normal.Dot(ref Vector3.Up) <= Math.Cos(MathHelper.ToRadians(54.0f))) { continue; } } Vector3D aTformed = aPos + voxelMapCenter; Vector3D bTformed = bPos + voxelMapCenter; Vector3D cTformed = cPos + voxelMapCenter; bool intersecting = false; m_tmpLinkCandidates.Clear(); m_navmeshCoordinator.TestVoxelNavmeshTriangle(ref aTformed, ref bTformed, ref cTformed, m_tmpGridList, m_tmpLinkCandidates, out intersecting); if (intersecting) { m_tmpLinkCandidates.Clear(); continue; } if (!m_connectionHelper.IsInnerEdge(a, b)) { debugEdgesList.Add(new DebugDrawEdge(aTformed, bTformed)); } if (!m_connectionHelper.IsInnerEdge(b, c)) { debugEdgesList.Add(new DebugDrawEdge(bTformed, cTformed)); } if (!m_connectionHelper.IsInnerEdge(c, a)) { debugEdgesList.Add(new DebugDrawEdge(cTformed, aTformed)); } int edgeAB = m_connectionHelper.TryGetAndRemoveEdgeIndex(b, a, ref bPos, ref aPos); int edgeBC = m_connectionHelper.TryGetAndRemoveEdgeIndex(c, b, ref cPos, ref bPos); int edgeCA = m_connectionHelper.TryGetAndRemoveEdgeIndex(a, c, ref aPos, ref cPos); int formerAB = edgeAB; int formerBC = edgeBC; int formerCA = edgeCA; ProfilerShort.Begin("AddTriangle"); var tri = AddTriangle(ref aPos, ref bPos, ref cPos, ref edgeAB, ref edgeBC, ref edgeCA); ProfilerShort.End(); CheckMeshConsistency(); m_higherLevelHelper.AddTriangle(tri.Index); if (formerAB == -1) { m_connectionHelper.AddEdgeIndex(a, b, ref aPos, ref bPos, edgeAB); } if (formerBC == -1) { m_connectionHelper.AddEdgeIndex(b, c, ref bPos, ref cPos, edgeBC); } if (formerCA == -1) { m_connectionHelper.AddEdgeIndex(c, a, ref cPos, ref aPos, edgeCA); } // TODO: Instead of this, just add the tri into a list of tris that want to connect with the link candidates //m_navmeshCoordinator.TryAddVoxelNavmeshLinks(tri, cellId, m_tmpLinkCandidates); foreach (var candidate in m_tmpLinkCandidates) { List <MyNavigationPrimitive> primitives = null; if (!m_tmpCubeLinkCandidates.TryGetValue(candidate, out primitives)) { primitives = m_primitiveListPool.Allocate(); m_tmpCubeLinkCandidates.Add(candidate, primitives); } primitives.Add(tri); } m_tmpLinkCandidates.Clear(); } ProfilerShort.End(); m_tmpGridList.Clear(); m_connectionHelper.ClearCell(); m_vertexMapping.Clear(); Debug.Assert(!m_processedCells.Contains(ref cellPos)); m_processedCells.Add(ref cellPos); m_higherLevelHelper.AddExplored(ref cellPos); // Find connected components in the current cell's subgraph of the navigation mesh m_higherLevelHelper.ProcessCellComponents(); m_higherLevelHelper.CloseCell(); // Create navmesh links using the navmesh coordinator, taking into consideration the high level components m_navmeshCoordinator.TryAddVoxelNavmeshLinks2(cellId, m_tmpCubeLinkCandidates); m_navmeshCoordinator.UpdateVoxelNavmeshCellHighLevelLinks(cellId); foreach (var candidate in m_tmpCubeLinkCandidates) { candidate.Value.Clear(); m_primitiveListPool.Deallocate(candidate.Value); } m_tmpCubeLinkCandidates.Clear(); return(true); }
internal void RecordCommandLists(MyCullQuery processedCullQuery, Queue <CommandList> outCommandLists) { ProfilerShort.Begin("PrepareWork"); ProfilerShort.Begin("Init"); Debug.Assert(m_workList.Count == 0, "Work list not cleared after use!"); foreach (List <MyRenderCullResultFlat> cullResults in m_passElements) { cullResults.Clear(); m_sortListPool.Deallocate(cullResults); } m_passElements.Clear(); m_passElements2.Clear(); for (int renderPassIndex = 0; renderPassIndex < processedCullQuery.Size; ++renderPassIndex) { if (!MyRender11.DeferredContextsEnabled) { processedCullQuery.RenderingPasses[renderPassIndex].SetImmediate(true); } m_passElements.Add(m_sortListPool.Allocate()); m_passElements2.Add(null); } ProfilerShort.BeginNextBlock("Flatten"); for (int i = 0; i < processedCullQuery.Size; ++i) { m_affectedQueueIds.SetSize(0); var frustumQuery = processedCullQuery.FrustumCullQueries[i]; for (int renderPassIndex = 0; renderPassIndex < processedCullQuery.Size; renderPassIndex++) { if ((processedCullQuery.RenderingPasses[renderPassIndex].ProcessingMask & frustumQuery.Bitmask) > 0) { m_affectedQueueIds.Add(renderPassIndex); } } var cullProxies = frustumQuery.List; var queryType = frustumQuery.Type; foreach (MyCullProxy cullProxy in cullProxies) { var renderableProxies = cullProxy.RenderableProxies; if (renderableProxies == null) { continue; } for (int proxyIndex = 0; proxyIndex < renderableProxies.Length; ++proxyIndex) { var flag = renderableProxies[proxyIndex].DrawSubmesh.Flags; if (queryType == MyFrustumEnum.MainFrustum) { if ((flag & MyDrawSubmesh.MySubmeshFlags.Gbuffer) != MyDrawSubmesh.MySubmeshFlags.Gbuffer) { continue; } } else if (queryType == MyFrustumEnum.ShadowCascade || queryType == MyFrustumEnum.ShadowProjection) { if ((flag & MyDrawSubmesh.MySubmeshFlags.Depth) != MyDrawSubmesh.MySubmeshFlags.Depth) { continue; } } MyRenderableProxy renderableProxy = renderableProxies[proxyIndex]; ulong sortKey = cullProxy.SortingKeys[proxyIndex]; for (int queueIndex = 0; queueIndex < m_affectedQueueIds.Count; ++queueIndex) { var queueId = m_affectedQueueIds[queueIndex]; var item = new MyRenderCullResultFlat { SortKey = sortKey, RenderProxy = renderableProxy, }; m_passElements[queueId].Add(item); } } } // proxy 2 var list2 = frustumQuery.List2; // flatten and sort m_flattenedKeys.SetSize(0); m_indirectionList.SetSize(0); m_location.SetSize(0); int indirectionCounter = 0; for (int list2Index = 0; list2Index < list2.Count; ++list2Index) { for (int sortKeyIndex = 0; sortKeyIndex < list2[list2Index].SortingKeys.Length; sortKeyIndex++) { m_flattenedKeys.Add(list2[list2Index].SortingKeys[sortKeyIndex]); m_indirectionList.Add(indirectionCounter++); m_location.Add(MyTuple.Create(list2Index, sortKeyIndex)); } } MyRenderableProxy_2[] flattenedProxies = null; if (indirectionCounter > 0) { flattenedProxies = new MyRenderableProxy_2[indirectionCounter]; } m_sortingKeysComparer.Values = m_flattenedKeys; m_indirectionList.Sort(0, m_indirectionList.Count, m_sortingKeysComparer); if (flattenedProxies != null) { for (int e = 0; e < indirectionCounter; e++) { var l = m_location[m_indirectionList[e]]; flattenedProxies[e] = list2[l.Item1].Proxies[l.Item2]; } } for (int l = 0; l < m_affectedQueueIds.Count; l++) { m_passElements2[m_affectedQueueIds[l]] = flattenedProxies; } } ProfilerShort.BeginNextBlock("Sort"); foreach (var flatCullResults in m_passElements) { foreach (MyRenderCullResultFlat element in flatCullResults) { List <MyRenderCullResultFlat> sortList; if (m_tmpSortListDictionary.TryGetValue(element.SortKey, out sortList)) { sortList.Add(element); } else { sortList = m_sortListPool.Allocate(); sortList.Add(element); m_tmpSortListDictionary.Add(element.SortKey, sortList); } } flatCullResults.Clear(); foreach (var sortList in m_tmpSortListDictionary.Values) { flatCullResults.AddList(sortList); sortList.SetSize(0); m_sortListPool.Deallocate(sortList); } m_tmpSortListDictionary.Clear(); } int jobsNum = GetRenderingThreadsNum(); // always amortize this path ProfilerShort.BeginNextBlock("WorkAmortization"); //passElements.RemoveAll(x => x.Count == 0); int workSum = 0; foreach (var list in m_passElements) { workSum += list.Count; } int batchWork = (workSum + jobsNum - 1) / jobsNum; Debug.Assert(m_subworks.Count == 0); int work = 0; for (int passElementIndex = 0; passElementIndex < m_passElements.Count; ++passElementIndex) { var flatCullResults = m_passElements[passElementIndex]; if (flatCullResults.Count == 0) { MyObjectPoolManager.Deallocate(processedCullQuery.RenderingPasses[passElementIndex]); processedCullQuery.RenderingPasses[passElementIndex] = null; if (m_passElements2[passElementIndex] == null || m_passElements2[passElementIndex].Length == 0) { continue; } } if (processedCullQuery.RenderingPasses[passElementIndex] == null) { continue; } int passBegin = 0; if (m_passElements2[passElementIndex] != null && m_passElements2[passElementIndex].Length > 0) { m_subworks.Add(new MyRenderingWorkItem { Pass = processedCullQuery.RenderingPasses[passElementIndex].Fork(), List2 = m_passElements2[passElementIndex] }); } while (passBegin < flatCullResults.Count) { int toTake = Math.Min(flatCullResults.Count - passBegin, batchWork - work); var workItem = new MyRenderingWorkItem { Renderables = flatCullResults, Begin = passBegin, End = passBegin + toTake }; if (toTake < flatCullResults.Count && workItem.End != workItem.Renderables.Count) { workItem.Pass = processedCullQuery.RenderingPasses[passElementIndex].Fork(); } else { workItem.Pass = processedCullQuery.RenderingPasses[passElementIndex]; processedCullQuery.RenderingPasses[passElementIndex] = null; // Consume the pass so it doesn't get cleaned up later with the cull query, but instead with the work item } m_subworks.Add(workItem); passBegin += toTake; work += toTake; Debug.Assert(work <= batchWork); if (work != batchWork) { continue; } if (MyRender11.DeferredContextsEnabled) { var renderWork = MyObjectPoolManager.Allocate <MyRenderingWorkRecordCommands>(); renderWork.Init(MyRenderContextPool.AcquireRC(), m_subworks); m_workList.Add(renderWork); } else { var renderWork = MyObjectPoolManager.Allocate <MyRenderingWorkRecordCommands>(); renderWork.Init(m_subworks); m_workList.Add(renderWork); } work = 0; m_subworks.Clear(); } } if (m_subworks.Count > 0) { if (MyRender11.DeferredContextsEnabled) { var renderWork = MyObjectPoolManager.Allocate <MyRenderingWorkRecordCommands>(); renderWork.Init(MyRenderContextPool.AcquireRC(), m_subworks); m_workList.Add(renderWork); } else { var renderWork = MyObjectPoolManager.Allocate <MyRenderingWorkRecordCommands>(); renderWork.Init(m_subworks); m_workList.Add(renderWork); } m_subworks.Clear(); } ProfilerShort.End(); ProfilerShort.End(); DoRecordingWork(outCommandLists); foreach (var renderWork in m_workList) { MyObjectPoolManager.Deallocate(renderWork); } m_workList.Clear(); }