Blocking out render texture pool API

This commit is contained in:
Steve Streeting 2021-10-04 16:23:22 +01:00
parent 5ba70fbaf6
commit 29ecb3948a
4 changed files with 149 additions and 0 deletions

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@ -249,6 +249,26 @@ void UStevesGameSubsystem::SetBrushFromAtlas(FSlateBrush* Brush, TScriptInterfac
}
}
FStevesTextureRenderTargetPoolPtr UStevesGameSubsystem::GetTextureRenderTargetPool(FName Name, bool bAutoCreate)
{
// On the assumption there won't be *loads* of pools, not worth a map, just iterate
for (auto Tex : TextureRenderTargetPools)
{
if (Tex->GetPoolName() == Name)
return Tex;
}
if (bAutoCreate)
{
FStevesTextureRenderTargetPoolPtr Pool = MakeShared<FStevesTextureRenderTargetPool>(Name);
TextureRenderTargetPools.Add(Pool);
return Pool;
}
return nullptr;
}
bool UStevesGameSubsystem::FInputModeDetector::ShouldProcessInputEvents() const
{

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@ -0,0 +1,32 @@
#include "StevesTextureRenderTargetPool.h"
FStevesTextureRenderTargetReservation::~FStevesTextureRenderTargetReservation()
{
if (Owner.IsValid() && Texture.IsValid())
{
Owner.Pin()->ReleaseTextureReservation(Texture.Get());
Texture = nullptr;
}
}
void FStevesTextureRenderTargetPool::ReleaseTextureReservation(UTextureRenderTarget2D* Tex)
{
// TODO
}
FStevesTextureRenderTargetReservationPtr FStevesTextureRenderTargetPool::ReserveTexture(FIntPoint Size,
ETextureRenderTargetFormat Format)
{
// TODO
return MakeShared<FStevesTextureRenderTargetReservation>(nullptr, this->AsShared());
}
void FStevesTextureRenderTargetPool::RevokeAllReservations()
{
// TODO
}
void FStevesTextureRenderTargetPool::DrainPool(bool bRevokeReservations)
{
// TODO
}

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@ -6,6 +6,7 @@
#include "PaperSprite.h"
#include "Framework/Application/IInputProcessor.h"
#include "StevesHelperCommon.h"
#include "StevesTextureRenderTargetPool.h"
#include "StevesUI/FocusSystem.h"
#include "StevesUI/UiTheme.h"
@ -14,6 +15,7 @@
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnInputModeChanged, int, PlayerIndex, EInputMode, InputMode);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnWindowForegroundChanged, bool, bFocussed);
/// Entry point for all the top-level features of the helper system
UCLASS(Config=Game)
class STEVESUEHELPERS_API UStevesGameSubsystem : public UGameInstanceSubsystem
{
@ -109,6 +111,8 @@ protected:
UPROPERTY(BlueprintReadWrite)
UUiTheme* DefaultUiTheme;
TArray<FStevesTextureRenderTargetPoolPtr> TextureRenderTargetPools;
void CreateInputDetector();
void DestroyInputDetector();
void InitTheme();
@ -198,4 +202,14 @@ public:
static void SetBrushFromAtlas(FSlateBrush* Brush, TScriptInterface<ISlateTextureAtlasInterface> AtlasRegion,
bool bMatchSize);
/**
* Retrieve a pool of texture render targets. If a pool doesn't exist with the given name, it can be created.
* @param Name Identifier for the pool.
* @param bAutoCreate
* @return The pool, or null if it doesn't exist and bAutoCreate is false
*/
FStevesTextureRenderTargetPoolPtr GetTextureRenderTargetPool(FName Name, bool bAutoCreate = true);
};

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@ -0,0 +1,83 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/TextureRenderTarget2D.h"
typedef TSharedPtr<struct FStevesTextureRenderTargetReservation> FStevesTextureRenderTargetReservationPtr;
typedef TSharedPtr<struct FStevesTextureRenderTargetPool> FStevesTextureRenderTargetPoolPtr;
/// Holder for an assigned texture. While this structure exists, the texture will be considered assigned
/// and will not be returned from any other request. Once this structure is destroyed the texture will
/// be free for re-use. For that reason, only pass this structure around by SharedRef/SharedPtr.
/// The texture is held by a weak pointer however, the strong pointer is held by the pool. The texture will continue
/// to be available to this reservation except if the pool is told to forcibly release textures.
struct STEVESUEHELPERS_API FStevesTextureRenderTargetReservation
{
public:
/// The texture. May be null if the pool has forcibly reclaimed the texture prematurely
TWeakObjectPtr<UTextureRenderTarget2D> Texture;
TWeakPtr<struct FStevesTextureRenderTargetPool> Owner;
FStevesTextureRenderTargetReservation() = default;
FStevesTextureRenderTargetReservation(UTextureRenderTarget2D* InTexture,
FStevesTextureRenderTargetPoolPtr InOwner)
: Texture(InTexture),
Owner(InOwner)
{
}
~FStevesTextureRenderTargetReservation();
};
/**
* A pool of render target textures. To save pre-creating render textures as assets, and to control the re-use of
* these textures at runtime.
*/
struct STEVESUEHELPERS_API FStevesTextureRenderTargetPool : public TSharedFromThis<FStevesTextureRenderTargetPool>
{
protected:
/// The name of the pool. It's possible to have more than one texture pool.
FName PoolName;
friend struct FStevesTextureRenderTargetReservation;
/// Release a reservation on a texture, allowing it back into the pool
/// Protected because only FStevesTextureRenderTargetReservation will need to do this.
void ReleaseTextureReservation(UTextureRenderTarget2D* Tex);
public:
FStevesTextureRenderTargetPool() = default;
explicit FStevesTextureRenderTargetPool(const FName& PoolName)
: PoolName(PoolName)
{
}
const FName& GetPoolName() const { return PoolName; }
/**
* Reserve a texture for use as a render target. This will create a new texture target if needed.
* @param Size The dimensions of the texture
* @param Format Format of the texture
* @return A shared pointer to a structure which holds the reservation for this texture. When that structure is
* destroyed, it will release the texture back to the pool.
*/
FStevesTextureRenderTargetReservationPtr ReserveTexture(FIntPoint Size, ETextureRenderTargetFormat Format);
/**
* Forcibly revoke all reservations in this pool. Reservations which have been made will have their weak texture
* pointers invalidated.
*/
void RevokeAllReservations();
/**
* Destroy previously created textures and free the memory.
* @param bRevokeReservations If false, only destroys unreserved textures. If true, destroys reserved textures
* as well (the weak pointer on their reservations will cease to be valid)
*/
void DrainPool(bool bRevokeReservations = false);
};