Implement revoke / drain pool methods

This commit is contained in:
Steve Streeting 2021-10-05 15:27:53 +01:00
parent 5166ce3545
commit 2776233d9d

View File

@ -1,6 +1,7 @@
#include "StevesTextureRenderTargetPool.h"
#include "StevesUEHelpers.h"
#include "Kismet/KismetRenderingLibrary.h"
FStevesTextureRenderTargetReservation::~FStevesTextureRenderTargetReservation()
{
@ -68,10 +69,32 @@ FStevesTextureRenderTargetReservationPtr FStevesTextureRenderTargetPool::Reserve
void FStevesTextureRenderTargetPool::RevokeReservations(const UObject* ForOwner)
{
// TODO
for (int i = 0; i < Reservations.Num(); ++i)
{
const FReservationInfo& R = Reservations[i];
if (!ForOwner || R.Owner == ForOwner)
{
if (R.Texture.IsValid())
{
UE_LOG(LogStevesUEHelpers, Verbose, TEXT("FStevesTextureRenderTargetPool: Revoked texture reservation on %s"), *R.Texture->GetName());
UnreservedTextures.Add(R.Key, R.Texture.Get());
}
// Can't use RemoveAtSwap because it'll change order
Reservations.RemoveAt(i);
// Adjust index backwards to compensate
--i;
}
}
}
void FStevesTextureRenderTargetPool::DrainPool(bool bForceAndRevokeReservations)
{
// TODO
if (bForceAndRevokeReservations)
RevokeReservations();
for (auto& TexPair : UnreservedTextures)
{
UKismetRenderingLibrary::ReleaseRenderTarget2D(TexPair.Value);
}
UnreservedTextures.Empty();
}