Files
UnrealEngineUWP/Engine/Source/Developer/DerivedDataCache/Private/DerivedDataBuildInputs.cpp
Devin Doucette 3cf410461a DDC: Added FBuildInputs::IterateInputs
#rb Zousar.Shaker
#rnx

[CL 16492324 by Devin Doucette in ue5-main branch]
2021-05-27 17:27:26 -04:00

126 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DerivedDataBuildInputs.h"
#include "Compression/CompressedBuffer.h"
#include "Containers/Map.h"
#include "Containers/StringView.h"
#include "Containers/UnrealString.h"
#include "DerivedDataBuildPrivate.h"
#include <atomic>
namespace UE::DerivedData::Private
{
class FBuildInputsBuilderInternal final : public IBuildInputsBuilderInternal
{
public:
inline explicit FBuildInputsBuilderInternal(FStringView InName)
: Name(InName)
{
checkf(!Name.IsEmpty(), TEXT("Build inputs require a non-empty name."));
}
~FBuildInputsBuilderInternal() final = default;
void AddInput(FStringView Key, const FCompressedBuffer& Buffer) final
{
const uint32 KeyHash = GetTypeHash(Key);
checkf(Buffer, TEXT("Null buffer used in input for build of '%s'."), *Name);
checkf(!Key.IsEmpty(), TEXT("Empty key used in input for build of '%s'."), *Name);
checkf(!Inputs.ContainsByHash(KeyHash, Key), TEXT("Duplicate key '%.*s' used in input for build of '%s'."),
Key.Len(), Key.GetData(), *Name);
Inputs.EmplaceByHash(KeyHash, Key, Buffer);
}
FBuildInputs Build() final;
FString Name;
TMap<FString, FCompressedBuffer> Inputs;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FBuildInputsInternal final : public IBuildInputsInternal
{
public:
explicit FBuildInputsInternal(FBuildInputsBuilderInternal&& InputsBuilder);
~FBuildInputsInternal() final = default;
FStringView GetName() const final { return Name; }
const FCompressedBuffer& FindInput(FStringView Key) const final;
void IterateInputs(TFunctionRef<void (FStringView Key, const FCompressedBuffer& Buffer)> Visitor) const final;
inline void AddRef() const final
{
ReferenceCount.fetch_add(1, std::memory_order_relaxed);
}
inline void Release() const final
{
if (ReferenceCount.fetch_sub(1, std::memory_order_acq_rel) == 1)
{
delete this;
}
}
private:
FString Name;
TMap<FString, FCompressedBuffer> Inputs;
mutable std::atomic<uint32> ReferenceCount{0};
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildInputsInternal::FBuildInputsInternal(FBuildInputsBuilderInternal&& InputsBuilder)
: Name(MoveTemp(InputsBuilder.Name))
, Inputs(MoveTemp(InputsBuilder.Inputs))
{
Inputs.KeySort(TLess<>());
}
const FCompressedBuffer& FBuildInputsInternal::FindInput(FStringView Key) const
{
if (const FCompressedBuffer* Buffer = Inputs.FindByHash(GetTypeHash(Key), Key))
{
return *Buffer;
}
return FCompressedBuffer::Null;
}
void FBuildInputsInternal::IterateInputs(TFunctionRef<void (FStringView Key, const FCompressedBuffer& Buffer)> Visitor) const
{
for (const TPair<FString, FCompressedBuffer>& Input : Inputs)
{
Input.ApplyAfter(Visitor);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildInputs FBuildInputsBuilderInternal::Build()
{
return CreateBuildInputs(new FBuildInputsInternal(MoveTemp(*this)));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FBuildInputs CreateBuildInputs(IBuildInputsInternal* Inputs)
{
return FBuildInputs(Inputs);
}
FBuildInputsBuilder CreateBuildInputsBuilder(IBuildInputsBuilderInternal* InputsBuilder)
{
return FBuildInputsBuilder(InputsBuilder);
}
FBuildInputsBuilder CreateBuildInputs(FStringView Name)
{
return CreateBuildInputsBuilder(new FBuildInputsBuilderInternal(Name));
}
} // UE::DerivedData::Private