UMultithreadAwareCompositorWrapper
This class utilizes the Decorator pattern and it detects whether the provided CompositorInterface APIs invoke on the Game Thread or a Worker Thread. If the Compositor API’s are invoked on the Game Thread - the wrapper executes them on the Game Thread directly. If your cohtml::View runs in Concurrent Advance mode, the Compositor APIs will invoke on a Worker Thread and this wrapper will add them to a Queue with pending compositions which will be processed on the Game Thread.
#include <RenoirSublayerCompositor.h>
Inherits from UObject, ICompositorInterfaceUnreal
Public Functions
Section titled “Public Functions”| Name | |
|---|---|
| virtual void | OnDrawSubLayer(const renoir::ISubLayerCompositor::DrawData & DrawData) override Should be called on the layout thread. Since we cannot create/update textures there, we just save them for processing on the GameThread. |
| virtual void | OnCompositionAdded(unsigned ViewId, const char * CompositionId, void * Metadata) override Called on GameThread whenever a new composition is found in the HTML. Should initialize the relevant materials that the texture will be drawn into. |
| virtual void | OnCompositionVisibility(unsigned , const char * , void * , bool ) override Called on Game Thread whenever the visibility of the composition has changed. |
| virtual void | OnCompositionTransform(unsigned , const char * , void * , const renoir::float4x4 & ) override Called on GameThread whenever the transform of the composition has changed. |
| virtual void | OnCompositionRemoved(unsigned ViewId, const char * CompositionId, void * Metadata) override Called on GameThread whenever a new composition is found in the HTML. Should destroy the relevant materials that the texture will be drawn into. |
| virtual void | CreateCompositions() override Executed during AdvanceCompositor after we have waited for cohtml::View::Advance and Layout. |
| virtual void | SetViewSize(int32_t Width, int32_t Height) override Helper method for compositors that care about size. |
| virtual void | EnqueueRenderingCommands(uint32_t FrameId) override Usually called at the end of the frame during paint. |
| virtual void | ProcessDrawData(const FDrawData & DrawData, int32_t IndexToProcess) override Called on the GameThread, used to create/update textures based on the draw data received for them. Should be overridden by child classes depending on where/how they want to draw the textures. |
| virtual void | DiscardCurrentFrameState() override Helper method to discard the current compositor frame. |
| virtual void | CompleteFrameState(uint32_t CompositorFrame) override Should be called when the cohtml::View::Advance and Layout is completed, so that work can be done on the Game Thread. |
| virtual bool | ShouldSkipFrame() override Helper method to combine multiple conditions to determine if the current compositor frame should be skipped. |
| virtual bool | HasCompositions() override Helper method to save on computation when there are no compositions. |
| virtual bool | IsValidObject() override Helper method to catch some invalid creation/destruction edge cases. |
| virtual FFrameState * | GetCurrentFrameState() override |
| virtual uint32_t | PrepareForAdvance() override Should be called once per frame, before the View gets advanced. Will update the current frame. |
| virtual FrameId | GetCurrentCompositorFrameId() override |
| virtual FCriticalSection & | GetCriticalSectionFrameStates() override |
| virtual const TMap< FString, FDrawData > & | GetDrawDataInfoMap() const override |
| void | SetCompositorInterface(UObject * CompositorOwner, ICompositorInterfaceUnreal * CompositorInterfaceObject) |
| UObject * | GetCompositorUObject() |
Additional inherited members
Section titled “Additional inherited members”Public Classes inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| struct | FFrameState |
Public Types inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| using uint32_t | FrameId |
Public Functions inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| void | SignalFrameComplete(uint32_t FrameId) Should be called when the view’s advance/layout is finished, so we can start processing the composited elements of the page we’ve received during the layout/advance. |
| void | AdvanceCompositor() Will block until the view’s advance/layout is finished, then start processing the DrawData(s) collected during (likely done by child classes) |
| virtual void | PrepareAllMeshMaterial(uint32_t FrameId) |
| virtual void | ProcessRenderData(const FRenderData & RenderData) |
Protected Functions inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| UTexture2D * | CreateTexture(const FDrawData & DrawData, IRenderingBackend * InterfaceBackend, int32_t IndexToProcess) |
Protected Attributes inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| FCriticalSection | CriticalSectionFrameStates |
| FrameId | CompositorFrameId |
| TMap< FrameId, FFrameState > | FrameStates |
| TMap< FrameId, TArray< FRenderData > > | RenderDataInfosMap |
| TMap< FString, FDrawData > | DrawDataInfoMap |
Public Functions Documentation
Section titled “Public Functions Documentation”function OnDrawSubLayer
Section titled “function OnDrawSubLayer”virtual void OnDrawSubLayer( const renoir::ISubLayerCompositor::DrawData & DrawData) overrideShould be called on the layout thread. Since we cannot create/update textures there, we just save them for processing on the GameThread.
Reimplements: ICompositorInterfaceUnreal::OnDrawSubLayer
function OnCompositionAdded
Section titled “function OnCompositionAdded”virtual void OnCompositionAdded( unsigned ViewId, const char * CompositionId, void * Metadata) overrideCalled on GameThread whenever a new composition is found in the HTML. Should initialize the relevant materials that the texture will be drawn into.
Reimplements: ICompositorInterfaceUnreal::OnCompositionAdded
function OnCompositionVisibility
Section titled “function OnCompositionVisibility”virtual void OnCompositionVisibility( unsigned , const char * , void * , bool) overrideCalled on Game Thread whenever the visibility of the composition has changed.
Reimplements: ICompositorInterfaceUnreal::OnCompositionVisibility
function OnCompositionTransform
Section titled “function OnCompositionTransform”virtual void OnCompositionTransform( unsigned , const char * , void * , const renoir::float4x4 &) overrideCalled on GameThread whenever the transform of the composition has changed.
Reimplements: ICompositorInterfaceUnreal::OnCompositionTransform
function OnCompositionRemoved
Section titled “function OnCompositionRemoved”virtual void OnCompositionRemoved( unsigned ViewId, const char * CompositionId, void * Metadata) overrideCalled on GameThread whenever a new composition is found in the HTML. Should destroy the relevant materials that the texture will be drawn into.
Reimplements: ICompositorInterfaceUnreal::OnCompositionRemoved
function CreateCompositions
Section titled “function CreateCompositions”virtual void CreateCompositions() overrideExecuted during AdvanceCompositor after we have waited for cohtml::View::Advance and Layout.
Reimplements: ICompositorInterfaceUnreal::CreateCompositions
function SetViewSize
Section titled “function SetViewSize”virtual void SetViewSize( int32_t Width, int32_t Height) overrideHelper method for compositors that care about size.
Reimplements: ICompositorInterfaceUnreal::SetViewSize
function EnqueueRenderingCommands
Section titled “function EnqueueRenderingCommands”virtual void EnqueueRenderingCommands( uint32_t FrameId) overrideUsually called at the end of the frame during paint.
Reimplements: ICompositorInterfaceUnreal::EnqueueRenderingCommands
function ProcessDrawData
Section titled “function ProcessDrawData”virtual void ProcessDrawData( const FDrawData & DrawData, int32_t IndexToProcess) overrideCalled on the GameThread, used to create/update textures based on the draw data received for them. Should be overridden by child classes depending on where/how they want to draw the textures.
Reimplements: ICompositorInterfaceUnreal::ProcessDrawData
function DiscardCurrentFrameState
Section titled “function DiscardCurrentFrameState”virtual void DiscardCurrentFrameState() overrideHelper method to discard the current compositor frame.
Reimplements: ICompositorInterfaceUnreal::DiscardCurrentFrameState
function CompleteFrameState
Section titled “function CompleteFrameState”virtual void CompleteFrameState( uint32_t CompositorFrame) overrideShould be called when the cohtml::View::Advance and Layout is completed, so that work can be done on the Game Thread.
Reimplements: ICompositorInterfaceUnreal::CompleteFrameState
function ShouldSkipFrame
Section titled “function ShouldSkipFrame”virtual bool ShouldSkipFrame() overrideHelper method to combine multiple conditions to determine if the current compositor frame should be skipped.
Reimplements: ICompositorInterfaceUnreal::ShouldSkipFrame
function HasCompositions
Section titled “function HasCompositions”virtual bool HasCompositions() overrideHelper method to save on computation when there are no compositions.
Reimplements: ICompositorInterfaceUnreal::HasCompositions
function IsValidObject
Section titled “function IsValidObject”virtual bool IsValidObject() overrideHelper method to catch some invalid creation/destruction edge cases.
Reimplements: ICompositorInterfaceUnreal::IsValidObject
function GetCurrentFrameState
Section titled “function GetCurrentFrameState”virtual FFrameState * GetCurrentFrameState() overrideReimplements: ICompositorInterfaceUnreal::GetCurrentFrameState
function PrepareForAdvance
Section titled “function PrepareForAdvance”virtual uint32_t PrepareForAdvance() overrideShould be called once per frame, before the View gets advanced. Will update the current frame.
Reimplements: ICompositorInterfaceUnreal::PrepareForAdvance
function GetCurrentCompositorFrameId
Section titled “function GetCurrentCompositorFrameId”virtual FrameId GetCurrentCompositorFrameId() overrideReimplements: ICompositorInterfaceUnreal::GetCurrentCompositorFrameId
function GetCriticalSectionFrameStates
Section titled “function GetCriticalSectionFrameStates”virtual FCriticalSection & GetCriticalSectionFrameStates() overrideReimplements: ICompositorInterfaceUnreal::GetCriticalSectionFrameStates
function GetDrawDataInfoMap
Section titled “function GetDrawDataInfoMap”virtual const TMap< FString, FDrawData > & GetDrawDataInfoMap() const overrideReimplements: ICompositorInterfaceUnreal::GetDrawDataInfoMap
function SetCompositorInterface
Section titled “function SetCompositorInterface”void SetCompositorInterface( UObject * CompositorOwner, ICompositorInterfaceUnreal * CompositorInterfaceObject)function GetCompositorUObject
Section titled “function GetCompositorUObject”UObject * GetCompositorUObject()© 2026 Coherent Labs. All rights reserved.