// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "HAL/Platform.h" class UTexture; namespace RectLightAtlas { // Scope for invalidating a particular texture // This ensures the atlas contains the latest version of the texture and filter it struct FAtlasTextureInvalidationScope { RENDERER_API FAtlasTextureInvalidationScope(const UTexture* In); RENDERER_API ~FAtlasTextureInvalidationScope(); FAtlasTextureInvalidationScope(const FAtlasTextureInvalidationScope&) = delete; FAtlasTextureInvalidationScope& operator=(const FAtlasTextureInvalidationScope&) = delete; bool bLocked = false; }; }