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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "RenderGraphPass.h"
void FRDGPassParameterStruct::ClearUniformBuffers() const
{
/** The pass parameter struct is mostly POD, with the exception of uniform buffers.
* Since the explicit type of the struct is unknown, the method traverses and destructs
* all uniform buffer references manually.
*/
const auto& Resources = Layout->Resources;
for (int32 ResourceIndex = 0; ResourceIndex < Resources.Num(); ++ResourceIndex)
{
const EUniformBufferBaseType MemberType = Resources[ResourceIndex].MemberType;
if (MemberType == UBMT_REFERENCED_STRUCT)
{
const uint16 MemberOffset = Resources[ResourceIndex].MemberOffset;
FUniformBufferRHIRef* UniformBufferPtr = reinterpret_cast<FUniformBufferRHIRef*>(Contents + MemberOffset);
*UniformBufferPtr = FUniformBufferRHIRef();
}
}
}
FRDGPass::FRDGPass(
FRDGEventName&& InName,
FRDGPassParameterStruct InParameterStruct,
ERDGPassFlags InPassFlags)
: Name(static_cast<FRDGEventName&&>(InName))
, ParameterStruct(InParameterStruct)
, PassFlags(InPassFlags)
{
if (IsCompute())
{
ensureMsgf(ParameterStruct.GetLayout().NumRenderTargets() == 0, TEXT("Pass %s was declared as ERDGPassFlags::Compute yet has RenderTargets in its ResourceTable"), GetName());
}
}
void FRDGPass::Execute(FRHICommandListImmediate& RHICmdList) const
{
ExecuteImpl(RHICmdList);
ParameterStruct.ClearUniformBuffers();
}