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Interface for the intermediate threadsafe class that allocates new frames, holds onto the individual pieces as they come in, and eventually moves it back to the game thread once the data is complete.
| Name | IMovieGraphOutputMerger |
| Type | struct |
| Header File | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MovieGraphDataTypes.h |
| Include Path | #include "Graph/MovieGraphDataTypes.h" |
Syntax
struct IMovieGraphOutputMerger : public TSharedFromThis< IMovieGraphOutputMerger >
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → IMovieGraphOutputMerger
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IMovieGraphOutputMerger() |
Graph/MovieGraphDataTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AbandonOutstandingWork() |
Abandon any frames we're waiting on, ie; render stopped in the middle of a many temporal sample count frame. | Graph/MovieGraphDataTypes.h | |
FMovieGraphOutputMergerFrame & AllocateNewOutputFrame_GameThread
(
const int32 InRenderedFrameNumber |
Call once per output frame to generate a struct to hold data. | Graph/MovieGraphDataTypes.h | |
TQueue< FMovieGraphOutputMergerFrame > & GetFinishedFrames() |
Get a thread-safe FIFO queue of finished frame data. | Graph/MovieGraphDataTypes.h | |
int32 GetNumOutstandingFrames() |
Number of frames that have been started (via AllocateNewOutputFrame_GameThread) but haven't had all of their data come in yet via OnCompleteRenderPassDataAvailable_AnyThread. | Graph/MovieGraphDataTypes.h | |
FMovieGraphOutputMergerFrame & GetOutputFrame_GameThread
(
const int32 InRenderedFrameNumber |
Getter for the Output Frame. | Graph/MovieGraphDataTypes.h | |
void OnCompleteRenderPassDataAvailable_AnyThread
(
TUniquePtr< FImagePixelData >&& InData |
When a final accumulated render pass is available, call this function with the pixel data. | Graph/MovieGraphDataTypes.h | |
void OnSingleSampleDataAvailable_AnyThread
(
TUniquePtr< FImagePixelData >&& InData |
When a individual sample is read back from the GPU, call this function. | Graph/MovieGraphDataTypes.h |