void FShaderResource::Release()
{
	// We need to lock the resource map so that no resource gets acquired by
	// FindShaderResourceById while we (potentially) remove this resource
	FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
	check(NumRefs != 0);
	if(--NumRefs == 0)
	{
		ShaderResourceIdMap.Remove(GetId());

		// Send a release message to the rendering thread when the shader loses its last reference.
		BeginReleaseResource(this);

		Canary = FShader::ShaderMagic_CleaningUp;
		BeginCleanup(this);
	}
}
Esempio n. 2
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FShaderResource::FShaderResource(const FShaderCompilerOutput& Output, FShaderType* InSpecificType) 
	: SpecificType(InSpecificType)
	, NumInstructions(Output.NumInstructions)
	, NumTextureSamplers(Output.NumTextureSamplers)
	, NumRefs(0)
	, Canary(FShader::ShaderMagic_Initialized)
	
{
	Target = Output.Target;
	Code = Output.Code;
	check(Code.Num() > 0);

	OutputHash = Output.OutputHash;
	checkSlow(OutputHash != FSHAHash());

	{
		FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
		ShaderResourceIdMap.Add(GetId(), this);
	}
	
	INC_DWORD_STAT_BY_FName(GetMemoryStatType((EShaderFrequency)Target.Frequency).GetName(), Code.Num());
	INC_DWORD_STAT_BY(STAT_Shaders_ShaderResourceMemory, GetSizeBytes());
	INC_DWORD_STAT_BY(STAT_Shaders_NumShaderResourcesLoaded, 1);
}
Esempio n. 3
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void FShaderResource::GetAllShaderResourceId(TArray<FShaderResourceId>& Ids)
{
	FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
	ShaderResourceIdMap.GetKeys(Ids);
}
Esempio n. 4
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TRefCountPtr<FShaderResource> FShaderResource::FindShaderResourceById(const FShaderResourceId& Id)
{
	FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
	TRefCountPtr<FShaderResource> Result = ShaderResourceIdMap.FindRef(Id);
	return Result;
}
Esempio n. 5
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void FShaderResource::Register()
{
	FScopeLock ShaderResourceIdMapLock(&ShaderResourceIdMapCritical);
	ShaderResourceIdMap.Add(GetId(), this);
}