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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphPass.cpp

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// Copyright 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();
}
}
}
FUniformBufferStaticBindings FRDGPassParameterStruct::GetGlobalUniformBuffers() const
{
FUniformBufferStaticBindings GlobalUniformBuffers;
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;
FRHIUniformBuffer* UniformBufferPtr = *reinterpret_cast<FUniformBufferRHIRef*>(Contents + MemberOffset);
if (UniformBufferPtr && UniformBufferPtr->HasStaticSlot())
{
GlobalUniformBuffers.AddUniformBuffer(UniformBufferPtr);
}
}
}
return GlobalUniformBuffers;
}
FRDGPass::FRDGPass(
FRDGEventName&& InName,
FRDGPassParameterStruct InParameterStruct,
ERDGPassFlags InPassFlags)
: Name(static_cast<FRDGEventName&&>(InName))
, ParameterStruct(InParameterStruct)
, PassFlags(InPassFlags)
{}
void FRDGPass::Execute(FRHICommandListImmediate& RHICmdList) const
{
SCOPED_NAMED_EVENT(FRDGPass_Execute, FColor::Emerald);
const FUniformBufferStaticBindings GlobalUniformBuffers = ParameterStruct.GetGlobalUniformBuffers();
if (GlobalUniformBuffers.GetUniformBufferCount())
{
RHICmdList.SetGlobalUniformBuffers(GlobalUniformBuffers);
}
ExecuteImpl(RHICmdList);
if (GlobalUniformBuffers.GetUniformBufferCount())
{
RHICmdList.SetGlobalUniformBuffers({});
}
ParameterStruct.ClearUniformBuffers();
}