Files
UnrealEngineUWP/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateElementVertexBuffer.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

171 lines
4.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Rendering/RenderingCommon.h"
#include "SlateGlobals.h"
#include "RHI.h"
#include "RenderResource.h"
DECLARE_MEMORY_STAT_EXTERN(TEXT("Vertex Buffer Memory (GPU)"), STAT_SlateVertexBufferMemory, STATGROUP_SlateMemory, );
/**
* Vertex buffer containing all Slate vertices
*/
template <typename VertexType>
class TSlateElementVertexBuffer : public FVertexBuffer
{
public:
TSlateElementVertexBuffer()
: BufferSize(0)
, MinBufferSize(0)
, BufferUsageSize(0)
{}
~TSlateElementVertexBuffer() {};
void Init( int32 MinNumVertices )
{
MinBufferSize = sizeof(VertexType) * FMath::Max( MinNumVertices, 100 );
if ( IsInRenderingThread() )
{
InitResource();
}
else
{
BeginInitResource(this);
}
}
void Destroy()
{
if ( IsInRenderingThread() )
{
ReleaseResource();
}
else
{
BeginReleaseResource(this);
}
}
/** Initializes the vertex buffers RHI resource. */
virtual void InitDynamicRHI()
{
if( !IsValidRef(VertexBufferRHI) )
{
check( MinBufferSize > 0 )
SetBufferSize(MinBufferSize);
FRHIResourceCreateInfo CreateInfo;
VertexBufferRHI = RHICreateVertexBuffer( MinBufferSize, BUF_Dynamic, CreateInfo );
// Ensure the vertex buffer could be created
check(IsValidRef(VertexBufferRHI));
}
}
/** Releases the vertex buffers RHI resource. */
virtual void ReleaseDynamicRHI()
{
VertexBufferRHI.SafeRelease();
SetBufferSize(0);
}
/** Returns a friendly name for this buffer. */
virtual FString GetFriendlyName() const { return TEXT("SlateElementVertices"); }
/** Returns the size of the buffer in bytes. */
int32 GetBufferSize() const { return BufferSize; }
/** Returns the used size of this buffer */
int32 GetBufferUsageSize() const { return BufferUsageSize; }
/** Resets the usage of the buffer */
void ResetBufferUsage() { BufferUsageSize = 0; }
/** Resizes buffer, accumulates states safely on render thread */
void PreFillBuffer(int32 RequiredVertexCount, bool bShrinkToMinSize)
{
checkSlow(IsInRenderingThread());
if (RequiredVertexCount > 0 )
{
#if !SLATE_USE_32BIT_INDICES
// make sure our index buffer can handle this
checkf(RequiredVertexCount < 0xFFFF, TEXT("Slate vertex buffer is too large (%d) to work with uint16 indices"), RequiredVertexCount);
#endif
int32 RequiredBufferSize = RequiredVertexCount*sizeof(VertexType);
// resize if needed
if(RequiredBufferSize > GetBufferSize() || bShrinkToMinSize)
{
ResizeBuffer(RequiredBufferSize);
}
BufferUsageSize = RequiredBufferSize;
}
}
int32 GetMinBufferSize() const { return MinBufferSize; }
void* LockBuffer_RenderThread(int32 NumVertices)
{
uint32 RequiredBufferSize = NumVertices*sizeof(VertexType);
return RHILockVertexBuffer( VertexBufferRHI, 0, RequiredBufferSize, RLM_WriteOnly );
}
void UnlockBuffer_RenderThread()
{
RHIUnlockVertexBuffer( VertexBufferRHI );
}
private:
/** Resizes the buffer to the passed in size. Preserves internal data*/
void ResizeBuffer( int32 NewSizeBytes )
{
checkSlow( IsInRenderingThread() );
int32 FinalSize = FMath::Max( NewSizeBytes, MinBufferSize );
if( FinalSize != 0 && FinalSize != BufferSize )
{
VertexBufferRHI.SafeRelease();
FRHIResourceCreateInfo CreateInfo;
VertexBufferRHI = RHICreateVertexBuffer(FinalSize, BUF_Dynamic, CreateInfo);
check(IsValidRef(VertexBufferRHI));
SetBufferSize(FinalSize);
}
}
void SetBufferSize(int32 NewBufferSize)
{
DEC_MEMORY_STAT_BY(STAT_SlateVertexBufferMemory, BufferSize);
BufferSize = NewBufferSize;
INC_MEMORY_STAT_BY(STAT_SlateVertexBufferMemory, BufferSize);
}
private:
/** The size of the buffer in bytes. */
int32 BufferSize;
/** The minimum size the buffer should always be */
int32 MinBufferSize;
/** The size of the used portion of the buffer */
int32 BufferUsageSize;
/** Hidden copy methods. */
TSlateElementVertexBuffer( const TSlateElementVertexBuffer& );
void operator=(const TSlateElementVertexBuffer& );
};