// Copyright Epic Games, Inc. All Rights Reserved. #pragma once template void FRDGParameterStruct::Enumerate(FunctionType Function) const { EnumerateUniformBuffers([&](FRDGUniformBufferBinding UniformBuffer) { UniformBuffer->GetParameters().Enumerate(Function); }); for (uint32 Index = 0, Count = Layout->GraphResources.Num(); Index < Count; ++Index) { Function(GetParameterInternal(Layout->GraphResources, Index)); } } template void FRDGParameterStruct::EnumerateTextures(FunctionType Function) const { EnumerateUniformBuffers([&](FRDGUniformBufferBinding UniformBuffer) { UniformBuffer->GetParameters().EnumerateTextures(Function); }); for (uint32 Index = 0, Count = Layout->GraphTextures.Num(); Index < Count; ++Index) { Function(GetParameterInternal(Layout->GraphTextures, Index)); } } template void FRDGParameterStruct::EnumerateBuffers(FunctionType Function) const { EnumerateUniformBuffers([&](FRDGUniformBufferBinding UniformBuffer) { UniformBuffer->GetParameters().EnumerateBuffers(Function); }); for (uint32 Index = 0, Count = Layout->GraphBuffers.Num(); Index < Count; ++Index) { Function(GetParameterInternal(Layout->GraphBuffers, Index)); } } template void FRDGParameterStruct::EnumerateUniformBuffers(FunctionType Function) const { for (uint32 Index = 0, Count = Layout->GraphUniformBuffers.Num(); Index < Count; ++Index) { const FRDGParameter Parameter = GetParameterInternal(Layout->GraphUniformBuffers, Index); if (FRDGUniformBufferBinding UniformBuffer = Parameter.GetAsUniformBuffer()) { Function(UniformBuffer); } } }