Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphPass.cpp
zach bethel 14c8103d2b Integrated render graph fixes from 4.23.
#jira none
#rb none

[CL 7327638 by zach bethel in Dev-Rendering branch]
2019-07-16 16:39:50 -04:00

41 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "RenderGraphPass.h"
void FRDGPassParameterStruct::ClearUniformBuffers() const
{
/** The pass parameter struct is mostly POD, with the exception of uniform buffers.
* Since the explicit type of the struct is unknown, the method traverses and destructs
* all uniform buffer references manually.
*/
const auto& Resources = Layout->Resources;
for (int32 ResourceIndex = 0; ResourceIndex < Resources.Num(); ++ResourceIndex)
{
const EUniformBufferBaseType MemberType = Resources[ResourceIndex].MemberType;
if (MemberType == UBMT_REFERENCED_STRUCT)
{
const uint16 MemberOffset = Resources[ResourceIndex].MemberOffset;
FUniformBufferRHIRef* UniformBufferPtr = reinterpret_cast<FUniformBufferRHIRef*>(Contents + MemberOffset);
*UniformBufferPtr = FUniformBufferRHIRef();
}
}
}
FRDGPass::FRDGPass(
FRDGEventName&& InName,
FRDGPassParameterStruct InParameterStruct,
ERDGPassFlags InPassFlags)
: Name(static_cast<FRDGEventName&&>(InName))
, ParameterStruct(InParameterStruct)
, PassFlags(InPassFlags)
{}
void FRDGPass::Execute(FRHICommandListImmediate& RHICmdList) const
{
ExecuteImpl(RHICmdList);
ParameterStruct.ClearUniformBuffers();
}