Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderGraphPass.cpp
Rolando Caloca bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00

75 lines
2.2 KiB
C++

// Copyright 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();
}
}
}
FUniformBufferStaticBindings FRDGPassParameterStruct::GetGlobalUniformBuffers() const
{
FUniformBufferStaticBindings GlobalUniformBuffers;
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;
FRHIUniformBuffer* UniformBufferPtr = *reinterpret_cast<FUniformBufferRHIRef*>(Contents + MemberOffset);
if (UniformBufferPtr)
{
const FUniformBufferStaticSlot StaticSlot = UniformBufferPtr->GetLayout().StaticSlot;
if (IsUniformBufferStaticSlotValid(StaticSlot))
{
GlobalUniformBuffers.AddUniformBuffer(UniformBufferPtr);
}
}
}
}
return GlobalUniformBuffers;
}
FRDGPass::FRDGPass(
FRDGEventName&& InName,
FRDGPassParameterStruct InParameterStruct,
ERDGPassFlags InPassFlags)
: Name(static_cast<FRDGEventName&&>(InName))
, ParameterStruct(InParameterStruct)
, PassFlags(InPassFlags)
{}
void FRDGPass::Execute(FRHICommandListImmediate& RHICmdList) const
{
FUniformBufferStaticBindings GlobalUniformBuffers = ParameterStruct.GetGlobalUniformBuffers();
SCOPED_UNIFORM_BUFFER_GLOBAL_BINDINGS(RHICmdList, GlobalUniformBuffers);
ExecuteImpl(RHICmdList);
ParameterStruct.ClearUniformBuffers();
}