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