Files
FlaxEngine/Source/Engine/Graphics/RenderTargetPool.h
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# Conflicts:
#	Content/Shaders/GI/DDGI.flax
#	Content/Shaders/GI/GlobalSurfaceAtlas.flax
#	Content/Shaders/TAA.flax
#	Content/Shaders/VolumetricFog.flax
#	Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
#	Source/Engine/Core/Config/GraphicsSettings.cpp
#	Source/Engine/Engine/PostProcessEffect.cs
#	Source/Engine/Graphics/GPUResourcesCollection.cpp
#	Source/Engine/Graphics/GPUResourcesCollection.h
#	Source/Engine/Graphics/PostProcessBase.h
#	Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00

40 lines
1.4 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Textures/GPUTexture.h"
/// <summary>
/// Utility for pooling render target resources with reusing and sharing resources during rendering.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API RenderTargetPool
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(RenderTargetPool);
public:
/// <summary>
/// Flushes the temporary render targets.
/// </summary>
/// <param name="force">True if release unused render targets by force, otherwise will use a few frames of delay.</param>
static void Flush(bool force = false);
/// <summary>
/// Gets a temporary render target.
/// </summary>
/// <param name="desc">The texture description.</param>
/// <returns>The allocated render target or reused one.</returns>
API_FUNCTION() static GPUTexture* Get(API_PARAM(Ref) const GPUTextureDescription& desc);
/// <summary>
/// Releases a temporary render target.
/// </summary>
/// <param name="rt">The reference to temporary target to release.</param>
API_FUNCTION() static void Release(GPUTexture* rt);
};
// Utility to set name to the pooled render target (compiled-put in Release builds)
#if GPU_ENABLE_RESOURCE_NAMING
#define RENDER_TARGET_POOL_SET_NAME(rt, name) rt->SetName(TEXT(name));
#else
#define RENDER_TARGET_POOL_SET_NAME(rt, name)
#endif