Files
UnrealEngineUWP/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateElementIndexBuffer.cpp
Michal Valient 95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00

112 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SlateElementIndexBuffer.h"
#include "SlateGlobals.h"
#include "Rendering/RenderingCommon.h"
DECLARE_MEMORY_STAT(TEXT("Index Buffer Memory (GPU)"), STAT_SlateIndexBufferMemory, STATGROUP_SlateMemory);
FSlateElementIndexBuffer::FSlateElementIndexBuffer()
: BufferSize(0)
, MinBufferSize(0)
, BufferUsageSize(0)
{
}
FSlateElementIndexBuffer::~FSlateElementIndexBuffer()
{
}
void FSlateElementIndexBuffer::Init( int32 MinNumIndices )
{
MinBufferSize = sizeof(SlateIndex) * FMath::Max( MinNumIndices, 100 );
if ( IsInRenderingThread() )
{
InitResource();
}
else
{
BeginInitResource(this);
}
}
void FSlateElementIndexBuffer::Destroy()
{
if ( IsInRenderingThread() )
{
ReleaseResource();
}
else
{
BeginReleaseResource(this);
}
}
/** Initializes the index buffers RHI resource. */
void FSlateElementIndexBuffer::InitDynamicRHI()
{
checkSlow( IsInRenderingThread() );
check( MinBufferSize > 0 );
SetBufferSize(MinBufferSize);
FRHIResourceCreateInfo CreateInfo(TEXT("FSlateElementIndexBuffer"));
IndexBufferRHI = RHICreateIndexBuffer( sizeof(SlateIndex), MinBufferSize, BUF_Dynamic, CreateInfo );
check( IsValidRef(IndexBufferRHI) );
}
/** Resizes the buffer to the passed in size. Preserves internal data */
void FSlateElementIndexBuffer::ResizeBuffer( int32 NewSizeBytes )
{
checkSlow( IsInRenderingThread() );
int32 FinalSize = FMath::Max( NewSizeBytes, MinBufferSize );
if( FinalSize != 0 && FinalSize != BufferSize )
{
IndexBufferRHI.SafeRelease();
FRHIResourceCreateInfo CreateInfo(TEXT("FSlateElementIndexBuffer"));
IndexBufferRHI = RHICreateIndexBuffer( sizeof(SlateIndex), FinalSize, BUF_Dynamic, CreateInfo );
check(IsValidRef(IndexBufferRHI));
SetBufferSize(FinalSize);
}
}
void FSlateElementIndexBuffer::PreFillBuffer(int32 RequiredIndexCount, bool bShrinkToMinSize)
{
SCOPE_CYCLE_COUNTER( STAT_SlatePreFullBufferRTTime );
checkSlow(IsInRenderingThread());
if (RequiredIndexCount > 0)
{
int32 RequiredBufferSize = RequiredIndexCount*sizeof(SlateIndex);
// resize if needed
if (RequiredBufferSize > GetBufferSize() || bShrinkToMinSize)
{
// Use array resize techniques for the vertex buffer
ResizeBuffer(RequiredBufferSize);
}
BufferUsageSize = RequiredBufferSize;
}
}
/** Releases the index buffers RHI resource. */
void FSlateElementIndexBuffer::ReleaseDynamicRHI()
{
IndexBufferRHI.SafeRelease();
SetBufferSize(0);
}
void FSlateElementIndexBuffer::SetBufferSize(int32 NewBufferSize)
{
DEC_MEMORY_STAT_BY(STAT_SlateIndexBufferMemory, BufferSize);
BufferSize = NewBufferSize;
INC_MEMORY_STAT_BY(STAT_SlateIndexBufferMemory, BufferSize);
}