691 lines
18 KiB
C++
691 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderResource.cpp: Render resource implementation.
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=============================================================================*/
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#include "RenderResource.h"
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#include "Misc/App.h"
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#include "RHI.h"
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#include "RenderingThread.h"
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#include "ProfilingDebugging/LoadTimeTracker.h"
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#include "CoreGlobals.h"
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#include "RenderGraphResources.h"
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#include "Containers/ResourceArray.h"
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#include "RenderCore.h"
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#include "Async/RecursiveMutex.h"
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/** Whether to enable mip-level fading or not: +1.0f if enabled, -1.0f if disabled. */
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float GEnableMipLevelFading = 1.0f;
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class FRenderResourceList
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{
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public:
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template <FRenderResource::EInitPhase>
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static FRenderResourceList& Get()
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{
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static FRenderResourceList Instance;
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return Instance;
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}
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static FRenderResourceList& Get(FRenderResource::EInitPhase InitPhase)
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{
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switch (InitPhase)
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{
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case FRenderResource::EInitPhase::Pre:
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return Get<FRenderResource::EInitPhase::Pre>();
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default:
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return Get<FRenderResource::EInitPhase::Default>();
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}
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}
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int32 Allocate(FRenderResource* Resource)
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{
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Mutex.Lock();
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int32 Index;
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if (FreeIndexList.IsEmpty())
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{
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Index = ResourceList.Num();
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ResourceList.Emplace(Resource);
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}
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else
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{
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Index = FreeIndexList.Pop(EAllowShrinking::No);
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ResourceList[Index] = Resource;
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}
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Mutex.Unlock();
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return Index;
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}
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void Deallocate(int32 Index)
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{
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Mutex.Lock();
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FreeIndexList.Emplace(Index);
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ResourceList[Index] = nullptr;
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Mutex.Unlock();
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}
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void Clear()
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{
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Mutex.Lock();
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FreeIndexList.Empty();
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ResourceList.Empty();
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Mutex.Unlock();
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}
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template<typename FunctionType>
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void ForEach(const FunctionType& Function)
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{
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Mutex.Lock();
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for (int32 Index = 0; Index < ResourceList.Num(); ++Index)
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{
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FRenderResource* Resource = ResourceList[Index];
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if (Resource)
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{
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check(Resource->GetListIndex() == Index);
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Function(Resource);
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}
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}
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Mutex.Unlock();
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}
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template<typename FunctionType>
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void ForEachReverse(const FunctionType& Function)
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{
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Mutex.Lock();
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for (int32 Index = ResourceList.Num() - 1; Index >= 0; --Index)
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{
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FRenderResource* Resource = ResourceList[Index];
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if (Resource)
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{
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check(Resource->GetListIndex() == Index);
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Function(Resource);
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}
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}
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Mutex.Unlock();
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}
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private:
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UE::FRecursiveMutex Mutex;
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TArray<int32> FreeIndexList;
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TArray<FRenderResource*> ResourceList;
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};
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void FRenderResource::ReleaseRHIForAllResources()
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{
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const auto Lambda = [](FRenderResource* Resource) { check(Resource->IsInitialized()); Resource->ReleaseRHI(); };
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FRenderResourceList::Get<FRenderResource::EInitPhase::Default>().ForEachReverse(Lambda);
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FRenderResourceList::Get<FRenderResource::EInitPhase::Pre>().ForEachReverse(Lambda);
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}
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/** Initialize all resources initialized before the RHI was initialized */
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void FRenderResource::InitPreRHIResources()
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{
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FRHICommandListImmediate& RHICmdList = FRHICommandListImmediate::Get();
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SCOPED_GPU_MASK(RHICmdList, FRHIGPUMask::All());
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RHICmdList.InitializeImmediateContexts();
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FRenderResourceList& PreResourceList = FRenderResourceList::Get<FRenderResource::EInitPhase::Pre>();
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FRenderResourceList& DefaultResourceList = FRenderResourceList::Get<FRenderResource::EInitPhase::Default>();
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// Notify all initialized FRenderResources that there's a valid RHI device to create their RHI resources for now.
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const auto Lambda = [&](FRenderResource* Resource) { Resource->InitRHI(RHICmdList); };
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PreResourceList.ForEach(Lambda);
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DefaultResourceList.ForEach(Lambda);
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#if !PLATFORM_NEEDS_RHIRESOURCELIST
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PreResourceList.Clear();
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DefaultResourceList.Clear();
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#endif
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}
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void FRenderResource::ChangeFeatureLevel(ERHIFeatureLevel::Type NewFeatureLevel)
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{
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ENQUEUE_RENDER_COMMAND(FRenderResourceChangeFeatureLevel)(
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[NewFeatureLevel](FRHICommandList& RHICmdList)
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{
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const auto Lambda = [NewFeatureLevel, &RHICmdList](FRenderResource* Resource)
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{
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// Only resources configured for a specific feature level need to be updated
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if (Resource->HasValidFeatureLevel() && (Resource->FeatureLevel != NewFeatureLevel))
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{
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Resource->ReleaseRHI();
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Resource->FeatureLevel = NewFeatureLevel;
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Resource->InitRHI(RHICmdList);
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}
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};
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FRenderResourceList::Get<FRenderResource::EInitPhase::Pre>().ForEach(Lambda);
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FRenderResourceList::Get<FRenderResource::EInitPhase::Default>().ForEach(Lambda);
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});
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}
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FRHICommandListBase& FRenderResource::GetImmediateCommandList()
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{
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return FRHICommandListImmediate::Get();
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}
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void FRenderResource::InitResource(FRHICommandListBase& RHICmdList)
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{
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if (ListIndex == INDEX_NONE)
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{
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int32 LocalListIndex = INDEX_NONE;
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if (PLATFORM_NEEDS_RHIRESOURCELIST || !GIsRHIInitialized)
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{
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LLM_SCOPE(ELLMTag::SceneRender);
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LocalListIndex = FRenderResourceList::Get(InitPhase).Allocate(this);
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}
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else
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{
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// Mark this resource as initialized
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LocalListIndex = 0;
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}
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if (GIsRHIInitialized)
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{
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(InitRenderResource);
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InitRHI(RHICmdList);
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}
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FPlatformMisc::MemoryBarrier(); // there are some multithreaded reads of ListIndex
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ListIndex = LocalListIndex;
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}
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}
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void FRenderResource::ReleaseResource()
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{
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if ( !GIsCriticalError )
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{
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if(ListIndex != INDEX_NONE)
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{
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if(GIsRHIInitialized)
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{
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ReleaseRHI();
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}
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#if PLATFORM_NEEDS_RHIRESOURCELIST
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FRenderResourceList::Get(InitPhase).Deallocate(ListIndex);
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#endif
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ListIndex = INDEX_NONE;
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}
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}
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}
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void FRenderResource::UpdateRHI(FRHICommandListBase& RHICmdList)
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{
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if (IsInitialized() && GIsRHIInitialized)
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{
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ReleaseRHI();
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InitRHI(RHICmdList);
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}
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}
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FRenderResource::FRenderResource()
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: ListIndex(INDEX_NONE)
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, FeatureLevel(ERHIFeatureLevel::Num)
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{
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}
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FRenderResource::FRenderResource(ERHIFeatureLevel::Type InFeatureLevel)
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: ListIndex(INDEX_NONE)
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, FeatureLevel(InFeatureLevel)
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{
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}
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FRenderResource::FRenderResource(const FRenderResource&) = default;
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FRenderResource::FRenderResource(FRenderResource&&) = default;
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FRenderResource& FRenderResource::operator=(const FRenderResource& Other) = default;
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FRenderResource& FRenderResource::operator=(FRenderResource&& Other) = default;
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FRenderResource::~FRenderResource()
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{
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checkf(ResourceState == ERenderResourceState::Default, TEXT(" Invalid Resource State: %s"), ResourceState == ERenderResourceState::BatchReleased ? TEXT("BatchReleased") : TEXT("Deleted"));
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ResourceState = ERenderResourceState::Deleted;
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if (IsInitialized() && !GIsCriticalError)
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{
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// Deleting an initialized FRenderResource will result in a crash later since it is still linked
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UE_LOG(LogRendererCore, Fatal, TEXT("A FRenderResource was deleted without being released first! [Resource=%s, Owner=%s]"), *GetResourceName().ToString(), *GetOwnerName().ToString());
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}
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}
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bool FRenderResource::ShouldFreeResourceObject(void* ResourceObject, FResourceArrayInterface* ResourceArray)
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{
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return ResourceObject && (!ResourceArray || !ResourceArray->GetResourceDataSize());
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}
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FBufferRHIRef FRenderResource::CreateRHIBufferInternal(
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FRHICommandListBase& RHICmdList,
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const TCHAR* InDebugName,
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const FName& InOwnerName,
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uint32 ResourceCount,
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EBufferUsageFlags InBufferUsageFlags,
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FResourceArrayInterface* ResourceArray,
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bool bWithoutNativeResource)
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{
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const uint32 SizeInBytes = ResourceArray ? ResourceArray->GetResourceDataSize() : 0;
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FRHIBufferCreateDesc CreateDesc = bWithoutNativeResource
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? FRHIBufferCreateDesc::CreateNull(InDebugName)
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: (FRHIBufferCreateDesc::CreateVertex(InDebugName, SizeInBytes).AddUsage(InBufferUsageFlags));
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CreateDesc.SetClassName(FName(InDebugName))
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.SetOwnerName(InOwnerName)
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.SetInitialState(ERHIAccess::VertexOrIndexBuffer | ERHIAccess::SRVMask);
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if (ResourceArray)
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{
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CreateDesc.SetInitActionResourceArray(ResourceArray);
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}
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return RHICmdList.CreateBuffer(CreateDesc);
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}
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void BeginInitResource(FRenderResource* Resource, FRenderCommandPipe* RenderCommandPipe)
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{
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ENQUEUE_RENDER_COMMAND(InitCommand)(RenderCommandPipe,
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[Resource](FRHICommandListBase& RHICmdList)
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{
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Resource->InitResource(RHICmdList);
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});
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}
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void BeginUpdateResourceRHI(FRenderResource* Resource, FRenderCommandPipe* RenderCommandPipe)
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{
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ENQUEUE_RENDER_COMMAND(UpdateCommand)(RenderCommandPipe,
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[Resource](FRHICommandListBase& RHICmdList)
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{
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Resource->UpdateRHI(RHICmdList);
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});
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}
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struct FBatchedReleaseResources
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{
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enum
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{
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NumPerBatch = 16
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};
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TArray<FRenderResource*, TInlineAllocator<NumPerBatch>> Resources;
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void Flush()
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{
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if (Resources.Num())
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{
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ENQUEUE_RENDER_COMMAND(BatchReleaseCommand)(
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[BatchedReleaseResources = MoveTemp(Resources)](FRHICommandList& RHICmdList)
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{
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for (FRenderResource* Resource : BatchedReleaseResources)
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{
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check(Resource->ResourceState == ERenderResourceState::BatchReleased);
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Resource->ReleaseResource();
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Resource->ResourceState = ERenderResourceState::Default;
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}
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});
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}
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}
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void Add(FRenderResource* Resource)
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{
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if (Resources.Num() >= NumPerBatch)
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{
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Flush();
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}
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check(Resources.Num() < NumPerBatch);
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check(Resource->ResourceState == ERenderResourceState::Default);
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Resource->ResourceState = ERenderResourceState::BatchReleased;
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Resources.Push(Resource);
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}
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bool IsEmpty()
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{
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return Resources.Num() == 0;
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}
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};
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static bool GBatchedReleaseIsActive = false;
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static FBatchedReleaseResources GBatchedRelease;
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void StartBatchedRelease()
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{
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check(IsInGameThread() && !GBatchedReleaseIsActive && GBatchedRelease.IsEmpty());
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GBatchedReleaseIsActive = true;
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}
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void EndBatchedRelease()
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{
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check(IsInGameThread() && GBatchedReleaseIsActive);
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GBatchedRelease.Flush();
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GBatchedReleaseIsActive = false;
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}
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void BeginReleaseResource(FRenderResource* Resource, FRenderCommandPipe* RenderCommandPipe)
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{
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if (GBatchedReleaseIsActive && IsInGameThread())
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{
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GBatchedRelease.Add(Resource);
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return;
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}
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ENQUEUE_RENDER_COMMAND(ReleaseCommand)(RenderCommandPipe,
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[Resource]
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{
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Resource->ReleaseResource();
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});
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}
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void ReleaseResourceAndFlush(FRenderResource* Resource)
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{
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// Send the release message.
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ENQUEUE_RENDER_COMMAND(ReleaseCommand)(
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[Resource](FRHICommandList& RHICmdList)
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{
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Resource->ReleaseResource();
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});
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FlushRenderingCommands();
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FTextureSamplerStateCache
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class FTextureSamplerStateCache : public FRenderResource
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{
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public:
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TMap<FSamplerStateInitializerRHI, FRHISamplerState*> Samplers;
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virtual void ReleaseRHI() override
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{
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for (auto Pair : Samplers)
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{
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Pair.Value->Release();
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}
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Samplers.Empty();
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}
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};
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TGlobalResource<FTextureSamplerStateCache> GTextureSamplerStateCache;
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FTexture
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FTexture::FTexture() = default;
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FTexture::~FTexture() = default;
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FTexture::FTexture(const FTexture&) = default;
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FTexture::FTexture(FTexture&&) = default;
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FTexture& FTexture::operator=(const FTexture& Other) = default;
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FTexture& FTexture::operator=(FTexture&& Other) = default;
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uint32 FTexture::GetSizeX() const
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{
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return 0;
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}
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uint32 FTexture::GetSizeY() const
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{
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return 0;
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}
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uint32 FTexture::GetSizeZ() const
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{
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return 0;
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}
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void FTexture::ReleaseRHI()
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{
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TextureRHI.SafeRelease();
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SamplerStateRHI.SafeRelease();
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DeferredPassSamplerStateRHI.SafeRelease();
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}
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FString FTexture::GetFriendlyName() const
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{
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return TEXT("FTexture");
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}
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FRHISamplerState* FTexture::GetOrCreateSamplerState(const FSamplerStateInitializerRHI& Initializer)
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{
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// This sampler cache is supposed to be used only from RT
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// Add a lock here if it's used from multiple threads
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check(IsInRenderingThread());
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FRHISamplerState** Found = GTextureSamplerStateCache.Samplers.Find(Initializer);
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if (Found)
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{
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return *Found;
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}
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FSamplerStateRHIRef NewState = RHICreateSamplerState(Initializer);
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// Add an extra reference so we don't have TRefCountPtr in the maps
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NewState->AddRef();
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GTextureSamplerStateCache.Samplers.Add(Initializer, NewState);
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return NewState;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FTextureWithSRV
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FTextureWithSRV::FTextureWithSRV() = default;
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FTextureWithSRV::~FTextureWithSRV() = default;
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void FTextureWithSRV::ReleaseRHI()
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{
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ShaderResourceViewRHI.SafeRelease();
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FTexture::ReleaseRHI();
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FTextureReference
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FTextureReference::FTextureReference()
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: TextureReferenceRHI(NULL)
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{
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}
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FTextureReference::~FTextureReference()
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{
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}
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void FTextureReference::BeginInit_GameThread()
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{
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bInitialized_GameThread = true;
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BeginInitResource(this);
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}
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void FTextureReference::BeginRelease_GameThread()
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{
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BeginReleaseResource(this);
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bInitialized_GameThread = false;
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}
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double FTextureReference::GetLastRenderTime() const
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{
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if (bInitialized_GameThread && TextureReferenceRHI)
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{
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return TextureReferenceRHI->GetLastRenderTime();
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}
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return FLastRenderTimeContainer().GetLastRenderTime();
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}
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void FTextureReference::InvalidateLastRenderTime()
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{
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if (bInitialized_GameThread && TextureReferenceRHI)
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{
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TextureReferenceRHI->SetLastRenderTime(-FLT_MAX);
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}
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}
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void FTextureReference::InitRHI(FRHICommandListBase&)
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{
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SCOPED_LOADTIMER(FTextureReference_InitRHI);
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TextureReferenceRHI = RHICreateTextureReference();
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}
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int32 GTextureReferenceRevertsLastRenderContainer = 1;
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FAutoConsoleVariableRef CVarTextureReferenceRevertsLastRenderContainer(
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TEXT("r.TextureReferenceRevertsLastRenderContainer"),
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GTextureReferenceRevertsLastRenderContainer,
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TEXT(""));
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void FTextureReference::ReleaseRHI()
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{
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TextureReferenceRHI.SafeRelease();
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}
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FString FTextureReference::GetFriendlyName() const
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{
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return TEXT("FTextureReference");
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FVertexBuffer
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FVertexBuffer::FVertexBuffer() = default;
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FVertexBuffer::FVertexBuffer(const FVertexBuffer&) = default;
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FVertexBuffer& FVertexBuffer::operator=(const FVertexBuffer& Other) = default;
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FVertexBuffer::~FVertexBuffer() = default;
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void FVertexBuffer::ReleaseRHI()
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{
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VertexBufferRHI.SafeRelease();
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}
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FString FVertexBuffer::GetFriendlyName() const
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{
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return TEXT("FVertexBuffer");
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}
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void FVertexBuffer::SetRHI(const FBufferRHIRef& BufferRHI)
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{
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VertexBufferRHI = BufferRHI;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// FVertexBufferWithSRV
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FVertexBufferWithSRV::FVertexBufferWithSRV() = default;
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FVertexBufferWithSRV::~FVertexBufferWithSRV() = default;
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void FVertexBufferWithSRV::ReleaseRHI()
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{
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ShaderResourceViewRHI.SafeRelease();
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UnorderedAccessViewRHI.SafeRelease();
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FVertexBuffer::ReleaseRHI();
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// FIndexBuffer
|
|
|
|
FIndexBuffer::FIndexBuffer() = default;
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|
FIndexBuffer::FIndexBuffer(const FIndexBuffer&) = default;
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|
FIndexBuffer& FIndexBuffer::operator=(const FIndexBuffer& Other) = default;
|
|
FIndexBuffer::~FIndexBuffer() = default;
|
|
|
|
void FIndexBuffer::ReleaseRHI()
|
|
{
|
|
IndexBufferRHI.SafeRelease();
|
|
}
|
|
|
|
FString FIndexBuffer::GetFriendlyName() const
|
|
{
|
|
return TEXT("FIndexBuffer");
|
|
}
|
|
|
|
void FIndexBuffer::SetRHI(const FBufferRHIRef& BufferRHI)
|
|
{
|
|
IndexBufferRHI = BufferRHI;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// FBufferWithRDG
|
|
|
|
FBufferWithRDG::FBufferWithRDG() = default;
|
|
FBufferWithRDG::FBufferWithRDG(const FBufferWithRDG& Other) = default;
|
|
FBufferWithRDG& FBufferWithRDG::operator=(const FBufferWithRDG& Other) = default;
|
|
FBufferWithRDG::~FBufferWithRDG() = default;
|
|
|
|
void FBufferWithRDG::ReleaseRHI()
|
|
{
|
|
Buffer = nullptr;
|
|
FRenderResource::ReleaseRHI();
|
|
}
|
|
|
|
/*=============================================================================
|
|
FMipBiasFade class
|
|
=============================================================================*/
|
|
|
|
/** Global mip fading settings, indexed by EMipFadeSettings. */
|
|
FMipFadeSettings GMipFadeSettings[MipFade_NumSettings] =
|
|
{
|
|
FMipFadeSettings(0.3f, 0.1f), // MipFade_Normal
|
|
FMipFadeSettings(2.0f, 1.0f) // MipFade_Slow
|
|
};
|
|
|
|
/** How "old" a texture must be to be considered a "new texture", in seconds. */
|
|
float GMipLevelFadingAgeThreshold = 0.5f;
|
|
|
|
/**
|
|
* Sets up a new interpolation target for the mip-bias.
|
|
* @param ActualMipCount Number of mip-levels currently in memory
|
|
* @param TargetMipCount Number of mip-levels we're changing to
|
|
* @param LastRenderTime Timestamp when it was last rendered (FApp::CurrentTime time space)
|
|
* @param FadeSetting Which fade speed settings to use
|
|
*/
|
|
void FMipBiasFade::SetNewMipCount( float ActualMipCount, float TargetMipCount, double LastRenderTime, EMipFadeSettings FadeSetting )
|
|
{
|
|
check( ActualMipCount >=0 && TargetMipCount <= ActualMipCount );
|
|
|
|
float TimeSinceLastRendered = float(FApp::GetCurrentTime() - LastRenderTime);
|
|
|
|
// Is this a new texture or is this not in-game?
|
|
if ( TotalMipCount == 0 || TimeSinceLastRendered >= GMipLevelFadingAgeThreshold || GEnableMipLevelFading < 0.0f )
|
|
{
|
|
// No fading.
|
|
TotalMipCount = ActualMipCount;
|
|
MipCountDelta = 0.0f;
|
|
MipCountFadingRate = 0.0f;
|
|
StartTime = GRenderingRealtimeClock.GetCurrentTime();
|
|
BiasOffset = 0.0f;
|
|
return;
|
|
}
|
|
|
|
// Calculate the mipcount we're interpolating towards.
|
|
float CurrentTargetMipCount = TotalMipCount - BiasOffset + MipCountDelta;
|
|
|
|
// Is there no change?
|
|
if ( FMath::IsNearlyEqual(TotalMipCount, ActualMipCount) && FMath::IsNearlyEqual(TargetMipCount, CurrentTargetMipCount) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Calculate the mip-count at our current interpolation point.
|
|
float CurrentInterpolatedMipCount = TotalMipCount - CalcMipBias();
|
|
|
|
// Clamp it against the available mip-levels.
|
|
CurrentInterpolatedMipCount = FMath::Clamp<float>(CurrentInterpolatedMipCount, 0, ActualMipCount);
|
|
|
|
// Set up a new interpolation from CurrentInterpolatedMipCount to TargetMipCount.
|
|
StartTime = GRenderingRealtimeClock.GetCurrentTime();
|
|
TotalMipCount = ActualMipCount;
|
|
MipCountDelta = TargetMipCount - CurrentInterpolatedMipCount;
|
|
|
|
// Don't fade if we're already at the target mip-count.
|
|
if ( FMath::IsNearlyZero(MipCountDelta) )
|
|
{
|
|
MipCountDelta = 0.0f;
|
|
BiasOffset = 0.0f;
|
|
MipCountFadingRate = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
BiasOffset = TotalMipCount - CurrentInterpolatedMipCount;
|
|
if ( MipCountDelta > 0.0f )
|
|
{
|
|
MipCountFadingRate = 1.0f / (GMipFadeSettings[FadeSetting].FadeInSpeed * MipCountDelta);
|
|
}
|
|
else
|
|
{
|
|
MipCountFadingRate = -1.0f / (GMipFadeSettings[FadeSetting].FadeOutSpeed * MipCountDelta);
|
|
}
|
|
}
|
|
}
|