Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h
2015-08-22 14:43:09 -04:00

549 lines
30 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
RenderingThread.h: Rendering thread definitions.
=============================================================================*/
#ifndef __RenderingThread_H__
#define __RenderingThread_H__
#include "RenderCore.h"
#include "TaskGraphInterfaces.h"
#include "RenderCommandFence.h"
////////////////////////////////////
// Render thread API
////////////////////////////////////
/**
* Whether the renderer is currently running in a separate thread.
* If this is false, then all rendering commands will be executed immediately instead of being enqueued in the rendering command buffer.
*/
extern RENDERCORE_API bool GIsThreadedRendering;
/**
* Whether the rendering thread should be created or not.
* Currently set by command line parameter and by the ToggleRenderingThread console command.
*/
extern RENDERCORE_API bool GUseThreadedRendering;
/**
* Whether the RHI thread should be created or not, requires rendering thread
* Currently set by command line parameter and by the ToggleRHIThread console command.
*/
extern RENDERCORE_API bool GUseRHIThread;
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
static FORCEINLINE void CheckNotBlockedOnRenderThread() {}
#else // #if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
/** Whether the main thread is currently blocked on the rendering thread, e.g. a call to FlushRenderingCommands. */
extern RENDERCORE_API bool GMainThreadBlockedOnRenderThread;
/** Asserts if called from the main thread when the main thread is blocked on the rendering thread. */
static FORCEINLINE void CheckNotBlockedOnRenderThread() { ensure(!GMainThreadBlockedOnRenderThread || !IsInGameThread()); }
#endif // #if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
/** Starts the rendering thread. */
extern RENDERCORE_API void StartRenderingThread();
/** Stops the rendering thread. */
extern RENDERCORE_API void StopRenderingThread();
/**
* Checks if the rendering thread is healthy and running.
* If it has crashed, UE_LOG is called with the exception information.
*/
extern RENDERCORE_API void CheckRenderingThreadHealth();
/** Checks if the rendering thread is healthy and running, without crashing */
extern RENDERCORE_API bool IsRenderingThreadHealthy();
/**
* Advances stats for the rendering thread. Called from the game thread.
*/
extern RENDERCORE_API void AdvanceRenderingThreadStatsGT( bool bDiscardCallstack, int64 StatsFrame, int32 MasterDisableChangeTagStartFrame );
/**
* Adds a task that must be completed either before the next scene draw or a flush rendering commands
* This can be called from any thread though it probably doesn't make sense to call it from the render thread.
* @param TaskToAdd, task to add as a pending render thread task
*/
extern RENDERCORE_API void AddFrameRenderPrerequisite(const FGraphEventRef& TaskToAdd);
/**
* Gather the frame render prerequisites and make sure all render commands are at least queued
*/
extern RENDERCORE_API void AdvanceFrameRenderPrerequisite();
/**
* Waits for the rendering thread to finish executing all pending rendering commands. Should only be used from the game thread.
*/
extern RENDERCORE_API void FlushRenderingCommands();
extern RENDERCORE_API void FlushPendingDeleteRHIResources_GameThread();
extern RENDERCORE_API void FlushPendingDeleteRHIResources_RenderThread();
extern RENDERCORE_API void TickRenderingTickables();
////////////////////////////////////
// Render thread suspension
////////////////////////////////////
/**
* Encapsulates stopping and starting the renderthread so that other threads can manipulate graphics resources.
*/
class RENDERCORE_API FSuspendRenderingThread
{
public:
/**
* Constructor that flushes and suspends the renderthread
* @param bRecreateThread - Whether the rendering thread should be completely destroyed and recreated, or just suspended.
*/
FSuspendRenderingThread( bool bRecreateThread );
/** Destructor that starts the renderthread again */
~FSuspendRenderingThread();
private:
/** Whether we should use a rendering thread or not */
bool bUseRenderingThread;
/** Whether the rendering thread was currently running or not */
bool bWasRenderingThreadRunning;
/** Whether the rendering thread should be completely destroyed and recreated, or just suspended */
bool bRecreateThread;
};
/** Helper macro for safely flushing and suspending the rendering thread while manipulating graphics resources */
#define SCOPED_SUSPEND_RENDERING_THREAD(bRecreateThread) FSuspendRenderingThread SuspendRenderingThread(bRecreateThread)
////////////////////////////////////
// Render commands
////////////////////////////////////
#if UE_SERVER
#define ENQUEUE_UNIQUE_RENDER_COMMAND(TypeName,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5,ParamType6,ParamValue6)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code)
#else
/** The parent class of commands stored in the rendering command queue. */
class RENDERCORE_API FRenderCommand
{
public:
// All render commands run on the render thread
static ENamedThreads::Type GetDesiredThread()
{
return ENamedThreads::RenderThread;
}
static ESubsequentsMode::Type GetSubsequentsMode()
{
// Don't support tasks having dependencies on us, reduces task graph overhead tracking and dealing with subsequents
return ESubsequentsMode::FireAndForget;
}
};
//
// Macros for using render commands.
//
// ideally this would be inline, however that changes the module dependency situation
extern RENDERCORE_API class FRHICommandListImmediate& GetImmediateCommandList_ForRenderCommand();
DECLARE_STATS_GROUP(TEXT("Render Thread Commands"), STATGROUP_RenderThreadCommands, STATCAT_Advanced);
#define TASK_FUNCTION(Code) \
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) \
{ \
FRHICommandListImmediate& RHICmdList = GetImmediateCommandList_ForRenderCommand(); \
Code; \
}
#define TASKNAME_FUNCTION(TypeName) \
FORCEINLINE TStatId GetStatId() const \
{ \
RETURN_QUICK_DECLARE_CYCLE_STAT(TypeName, STATGROUP_RenderThreadCommands); \
}
/**
* Declares a rendering command type with 0 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND(TypeName,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
TASKNAME_FUNCTION(TypeName) \
TASK_FUNCTION(Code) \
}; \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
check(ENamedThreads::GameThread != ENamedThreads::RenderThread); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand; \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
/**
* Declares a rendering command type with 1 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1): \
ParamName1(In##ParamName1) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,typename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1) \
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1)
/**
* Declares a rendering command type with 2 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1,OptTypename TCallTraits<ParamType2>::ParamType In##ParamName2): \
ParamName1(In##ParamName1), \
ParamName2(In##ParamName2) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
ParamType2 ParamName2; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1,ParamValue2); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1,ParamValue2); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,typename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2) \
ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1,ParamType2,ParamValue2)
/**
* Declares a rendering command type with 3 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1,OptTypename TCallTraits<ParamType2>::ParamType In##ParamName2,OptTypename TCallTraits<ParamType3>::ParamType In##ParamName3): \
ParamName1(In##ParamName1), \
ParamName2(In##ParamName2), \
ParamName3(In##ParamName3) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
ParamType2 ParamName2; \
ParamType3 ParamName3; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1,ParamValue2,ParamValue3); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1,ParamValue2,ParamValue3); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,typename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3) \
ENQUEUE_UNIQUE_RENDER_COMMAND_THREEPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3)
/**
* Declares a rendering command type with 4 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1,OptTypename TCallTraits<ParamType2>::ParamType In##ParamName2,OptTypename TCallTraits<ParamType3>::ParamType In##ParamName3,OptTypename TCallTraits<ParamType4>::ParamType In##ParamName4): \
ParamName1(In##ParamName1), \
ParamName2(In##ParamName2), \
ParamName3(In##ParamName3), \
ParamName4(In##ParamName4) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
ParamType2 ParamName2; \
ParamType3 ParamName3; \
ParamType4 ParamName4; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1,ParamValue2,ParamValue3,ParamValue4); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1,ParamValue2,ParamValue3,ParamValue4); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,OptTypename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4)
/**
* Declares a rendering command type with 5 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1,OptTypename TCallTraits<ParamType2>::ParamType In##ParamName2,OptTypename TCallTraits<ParamType3>::ParamType In##ParamName3,OptTypename TCallTraits<ParamType4>::ParamType In##ParamName4,OptTypename TCallTraits<ParamType5>::ParamType In##ParamName5): \
ParamName1(In##ParamName1), \
ParamName2(In##ParamName2), \
ParamName3(In##ParamName3), \
ParamName4(In##ParamName4), \
ParamName5(In##ParamName5) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
ParamType2 ParamName2; \
ParamType3 ParamName3; \
ParamType4 ParamName4; \
ParamType5 ParamName5; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1,ParamValue2,ParamValue3,ParamValue4,ParamValue5); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1,ParamValue2,ParamValue3,ParamValue4,ParamValue5); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,OptTypename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5) \
ENQUEUE_UNIQUE_RENDER_COMMAND_FIVEPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5)
/**
* Declares a rendering command type with 6 parameters.
*/
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,OptTypename,Code) \
class EURCMacro_##TypeName : public FRenderCommand \
{ \
public: \
EURCMacro_##TypeName(OptTypename TCallTraits<ParamType1>::ParamType In##ParamName1,OptTypename TCallTraits<ParamType2>::ParamType In##ParamName2,OptTypename TCallTraits<ParamType3>::ParamType In##ParamName3,OptTypename TCallTraits<ParamType4>::ParamType In##ParamName4,OptTypename TCallTraits<ParamType5>::ParamType In##ParamName5,OptTypename TCallTraits<ParamType6>::ParamType In##ParamName6): \
ParamName1(In##ParamName1), \
ParamName2(In##ParamName2), \
ParamName3(In##ParamName3), \
ParamName4(In##ParamName4), \
ParamName5(In##ParamName5), \
ParamName6(In##ParamName6) \
{} \
TASK_FUNCTION(Code) \
TASKNAME_FUNCTION(TypeName) \
private: \
ParamType1 ParamName1; \
ParamType2 ParamName2; \
ParamType3 ParamName3; \
ParamType4 ParamName4; \
ParamType5 ParamName5; \
ParamType6 ParamName6; \
};
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5,ParamType6,ParamValue6) \
{ \
if(GIsThreadedRendering || !IsInGameThread()) \
{ \
CheckNotBlockedOnRenderThread(); \
TGraphTask<EURCMacro_##TypeName>::CreateTask().ConstructAndDispatchWhenReady(ParamValue1,ParamValue2,ParamValue3,ParamValue4,ParamValue5,ParamValue6); \
} \
else \
{ \
EURCMacro_##TypeName TempCommand(ParamValue1,ParamValue2,ParamValue3,ParamValue4,ParamValue5,ParamValue6); \
FScopeCycleCounter EURCMacro_Scope(TempCommand.GetStatId()); \
TempCommand.DoTask(ENamedThreads::GameThread, FGraphEventRef() ); \
} \
}
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code) \
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_CREATE(TypeName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5,ParamType6,ParamValue6)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,Code) \
template <typename TemplateParamName> \
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_DECLARE_OPTTYPENAME(TypeName,ParamType1,ParamName1,ParamValue1,ParamType2,ParamName2,ParamValue2,ParamType3,ParamName3,ParamValue3,ParamType4,ParamName4,ParamValue4,ParamType5,ParamName5,ParamValue5,ParamType6,ParamName6,ParamValue6,OptTypename,Code)
#define ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_CREATE_TEMPLATE(TypeName,TemplateParamName,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5,ParamType6,ParamValue6) \
ENQUEUE_UNIQUE_RENDER_COMMAND_SIXPARAMETER_CREATE(TypeName<TemplateParamName>,ParamType1,ParamValue1,ParamType2,ParamValue2,ParamType3,ParamValue3,ParamType4,ParamValue4,ParamType5,ParamValue5,ParamType6,ParamValue6)
#endif //UE_SERVER
////////////////////////////////////
// Deferred cleanup
////////////////////////////////////
/**
* The base class of objects that need to defer deletion until the render command queue has been flushed.
*/
class RENDERCORE_API FDeferredCleanupInterface
{
public:
virtual void FinishCleanup() = 0;
virtual ~FDeferredCleanupInterface() {}
};
/**
* A set of cleanup objects which are pending deletion.
*/
class FPendingCleanupObjects
{
TArray<FDeferredCleanupInterface*> CleanupArray;
public:
FPendingCleanupObjects();
RENDERCORE_API ~FPendingCleanupObjects();
};
/**
* Adds the specified deferred cleanup object to the current set of pending cleanup objects.
*/
extern RENDERCORE_API void BeginCleanup(FDeferredCleanupInterface* CleanupObject);
/**
* Transfers ownership of the current set of pending cleanup objects to the caller. A new set is created for subsequent BeginCleanup calls.
* @return A pointer to the set of pending cleanup objects. The called is responsible for deletion.
*/
extern RENDERCORE_API FPendingCleanupObjects* GetPendingCleanupObjects();
#endif