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Merging CL 2684004 using UE4_to_UE4-Orion
Implemented a basic slate resource handle for fast access without doing map lookups from Brush -> Rendering resource. Not hooked up to anything yet [CL 2686668 by Matt Kuhlenschmidt in Main branch]
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matt.kuhlenschmidt@epicgames.com
parent
7830ea949d
commit
65e46bcce8
@@ -10,6 +10,7 @@
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DECLARE_DWORD_ACCUMULATOR_STAT(TEXT("Num Texture Atlases"), STAT_SlateNumTextureAtlases, STATGROUP_SlateMemory);
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DECLARE_DWORD_ACCUMULATOR_STAT(TEXT("Num Non-Atlased Textures"), STAT_SlateNumNonAtlasedTextures, STATGROUP_SlateMemory);
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DECLARE_DWORD_ACCUMULATOR_STAT(TEXT("Num Dynamic Textures"), STAT_SlateNumDynamicTextures, STATGROUP_SlateMemory);
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DECLARE_CYCLE_STAT(TEXT("GetResource Time"), STAT_SlateGetResourceTime, STATGROUP_SlateVerbose);
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FDynamicResourceMap::FDynamicResourceMap()
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: TextureMemorySincePurge(0)
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@@ -430,6 +431,8 @@ static void LoadUObjectForBrush( const FSlateBrush& InBrush )
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FSlateShaderResourceProxy* FSlateRHIResourceManager::GetShaderResource( const FSlateBrush& InBrush )
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{
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SCOPE_CYCLE_COUNTER( STAT_SlateGetResourceTime );
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check( IsThreadSafeForSlateRendering() );
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FSlateShaderResourceProxy* Texture = NULL;
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