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- Simplified texture subresource tracking. - Removed map lookup for each resource in SetupPass. - Improved Compile / CollectPassResources to reduce cache misses. - Added some container reservations to reduce reallocation costs. - Added snapping of buffers to page boundaries to improve re-use. #rb none [CL 16208311 by zach bethel in ue5-main branch]
48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderTargetPool.h: Scene render target pool manager.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RHI.h"
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#include "RenderResource.h"
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#include "RendererInterface.h"
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#include "RenderGraphResources.h"
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/**
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* Pools all resources for the render graph.
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*/
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class RENDERCORE_API FRenderGraphResourcePool : public FRenderResource
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{
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public:
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FRenderGraphResourcePool();
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/** Free renderer resources */
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virtual void ReleaseDynamicRHI() override;
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/** Call once per frame to trim elements from the pool. */
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void TickPoolElements();
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/** Allocate a buffer from a given descriptor. */
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TRefCountPtr<FRDGPooledBuffer> FindFreeBuffer(FRHICommandList& RHICmdList, const FRDGBufferDesc& Desc, const TCHAR* InDebugName);
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private:
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/** Allocate a buffer from a given descriptor. */
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TRefCountPtr<FRDGPooledBuffer> FindFreeBufferInternal(FRHICommandList& RHICmdList, const FRDGBufferDesc& Desc, const TCHAR* InDebugName);
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/** Elements can be 0, we compact the buffer later. */
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TArray<TRefCountPtr<FRDGPooledBuffer>> AllocatedBuffers;
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TArray<uint64> AllocatedBufferHashes;
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uint32 FrameCounter = 0;
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friend class FRDGBuilder;
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};
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/** The global render targets for easy shading. */
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extern RENDERCORE_API TGlobalResource<FRenderGraphResourcePool> GRenderGraphResourcePool;
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