41 lines
1.6 KiB
C++
41 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RHI.h"
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#define UE_API PCGCOMPUTE_API
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/**
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* Parameters to drive execution of a GPU texture readback. These mirror the fields in the texture readback compute shader (PCGTextureReadback.usf).
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*/
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struct FPCGTextureReadbackDispatchParams
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{
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/** Source texture to sample from. Can be a UTexture2D or UTexture2DArray. */
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FTextureRHIRef SourceTexture;
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/** Sampler used to sample the SourceTexture. Should use an SF_Point filter for precise per-pixel readback. */
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FSamplerStateRHIRef SourceSampler;
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/** Width and Height of the SourceTexture. Should match the underlying dimensions exactly for precise per-pixel readback. */
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FIntPoint SourceDimensions;
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/** Optional texture index. Should be 0 if the SourceTexture is not a texture array. */
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uint32 SourceTextureIndex = 0;
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};
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/**
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* API for dispatching TextureReadback operations to the GPU.
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*/
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class FPCGTextureReadbackInterface
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{
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public:
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static UE_API void Dispatch_RenderThread(FRHICommandListImmediate& RHICmdList, const FPCGTextureReadbackDispatchParams& Params, const TFunction<void(void* OutBuffer, int32 ReadbackWidth, int32 ReadbackHeight)>& AsyncCallback);
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static UE_API void Dispatch_GameThread(const FPCGTextureReadbackDispatchParams& Params, const TFunction<void(void* OutBuffer, int32 ReadbackWidth, int32 ReadbackHeight)>& AsyncCallback);
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/** Dispatches the texture readback compute shader. Can be called from any thread. */
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static UE_API void Dispatch(const FPCGTextureReadbackDispatchParams& Params, const TFunction<void(void* OutBuffer, int32 ReadbackWidth, int32 ReadbackHeight)>& AsyncCallback);
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};
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#undef UE_API
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