FViewportSurfaceReader

A single, managed surface used as a render target resolution destination

Windows
MacOS
Linux

References

Module

MovieSceneCapture

Header

/Engine/Source/Runtime/MovieSceneCapture/Public/FrameGrabber.h

Include

#include "FrameGrabber.h"

Syntax

struct FViewportSurfaceReader

Remarks

A single, managed surface used as a render target resolution destination

Variables

Name Description

Protected variable

FEvent *

 

AvailableEvent

Optional event that is triggered when the surface is no longer in use

Protected variable

FThreadSafeBool

 

bEnabled

Whether this surface reader is enabled or not

Protected variable

bool

 

bIsEnabled

Whether this reader is enabled or not.

Protected variable

bool

 

bQueuedForCapture

Protected variable

FIntRect

 

CaptureRect

The rectangle to read from the surface

Protected variable

EPixelFormat

 

PixelFormat

The desired pixel format of the resolved textures

Protected variable

FTexture2DRHIRe...

 

ReadbackTexture

Texture used to store the resolved render target

Protected variable

FIntPoint

 

WindowSize

In windows mode, the size of the widget with the border

Constructors

Name Description

Public function

FViewportSurfaceReader

(
    EPixelFormat InPixelFormat,
    FIntPoint InBufferSize
)

Constructor

Destructors

Name Description

Public function

~FViewportSurfaceReader()

Destructor

Functions

Name Description

Public function

void

 

BlockUntilAvailable()

Wait for this reader to become available, if it's currently in use

Public function Const

FIntPoint

 

GetCurrentSize()

Get the current size of the texture

Public function

void

 

Initialize()

Initialize this reader so that it can be waited on.

Public function

void

 

Reset()

Safely resets the state of the wait event.

Protected function

void

 

Resize

(
    uint32 Width,
    uint32 Height
)

Set up this surface to the specified width/height

Public function

void

 

ResolveRenderTarget

(
    FViewportSurfaceReader* Render...,
    const FTexture2DRHIRef& BackBuffer,
    TFunction< void*, int32...
)

Resolve the specified viewport RHI, calling the specified callback with the result.

Public function

void

 

SetCaptureRect

(
    FIntRect InCaptureRect
)

Set the rectangle within which to read pixels

Public function

void

 

SetWindowSize

(
    FIntPoint InWindowSize
)

Set the window size that we expect from the BackBuffer

Public function Const

bool

 

WasEverQueued()

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss