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 Called on a Worker Thread (task created by the View Layout) Since we cannot create/update textures there, we just save them for processing on the Game Thread. |
| virtual void | OnCompositionAdded(unsigned ViewId, const char * CompositionId, void * Metadata) override Called on the Game Thread whenever a new composition is found in HTML Should initialize the relevant materials that the texture will be drawn into. |
| virtual void | OnCompositionVisibility(unsigned , const char * , void * , bool ) override Called on the Game Thread whenever the visibility of the composition has changed. |
| virtual void | OnCompositionTransform(unsigned , const char * , void * , const renoir::float4x4 & ) override Called on the Game Thread whenever the transform of the composition has changed. |
| virtual void | OnCompositionRemoved(unsigned ViewId, const char * CompositionId, void * Metadata) override Called on the Game Thread whenever a new composition is removed from HTML Should destroy the relevant materials that the texture will be drawn into. |
| virtual void | CreateCompositions(uint32 ViewFrameId) 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 | ProcessFrame_RT(uint32_t ViewFrameId) override Called on the Render Thread at the end of the frame after a View paint. |
| virtual void | ProcessDrawData(const FRenoirDrawData & DrawData, uint32 ViewFrameId) override Called on the Game Thread, 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 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 void | PrepareForAdvance(uint32 ViewFrameId) override Called on the Game Thread after a View gets advanced. |
| virtual FCriticalSection & | GetCriticalSectionFrames() override |
| virtual const TMap< FString, FRenoirDrawData > & | GetRenoirDrawDataMap() const override |
| void | SetCompositorInterface(UObject * CompositorOwner, ICompositorInterfaceUnreal * CompositorInterfaceObject) |
| UObject * | GetCompositorUObject() |
Additional inherited members
Section titled “Additional inherited members”Public Functions inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| void | AdvanceCompositor(uint32 ViewFrameId) Must be called after ensuring that View Layout tasks are completed. |
| virtual void | PrepareAllMeshMaterial(uint32_t ViewFrameId) |
| virtual void | ProcessRenderData(const FRenderData & RenderData) |
Protected Functions inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| void | UpdateRenderData(const FRenoirDrawData & DrawData, UTextureRenderTarget2D * Texture, IRenderingBackend * InterfaceBackend, uint32 ViewFrameId) |
Protected Attributes inherited from ICompositorInterfaceUnreal
| Name | |
|---|---|
| FCriticalSection | CriticalSectionFrames |
| uint32 | CurrentCompositorFrameId |
| TSet< uint32 > | Frames |
| TMap< uint32, TArray< FRenderData > > | RenderDataInfosMap |
| TMap< FString, FRenoirDrawData > | RenoirDrawDataMap |
| bool | bNewCompositionsReceived |
Public Functions Documentation
Section titled “Public Functions Documentation”function OnDrawSubLayer
Section titled “function OnDrawSubLayer”virtual void OnDrawSubLayer( const renoir::ISubLayerCompositor::DrawData & DrawData) overrideCalled on a Worker Thread (task created by the View Layout) Since we cannot create/update textures there, we just save them for processing on the Game Thread.
Reimplements: ICompositorInterfaceUnreal::OnDrawSubLayer
function OnCompositionAdded
Section titled “function OnCompositionAdded”virtual void OnCompositionAdded( unsigned ViewId, const char * CompositionId, void * Metadata) overrideCalled on the Game Thread whenever a new composition is found in 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 the 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 the Game Thread 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 the Game Thread whenever a new composition is removed from 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( uint32 ViewFrameId) 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 ProcessFrame_RT
Section titled “function ProcessFrame_RT”virtual void ProcessFrame_RT( uint32_t ViewFrameId) overrideCalled on the Render Thread at the end of the frame after a View paint.
Reimplements: ICompositorInterfaceUnreal::ProcessFrame_RT
function ProcessDrawData
Section titled “function ProcessDrawData”virtual void ProcessDrawData( const FRenoirDrawData & DrawData, uint32 ViewFrameId) overrideCalled on the Game Thread, 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 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 PrepareForAdvance
Section titled “function PrepareForAdvance”virtual void PrepareForAdvance( uint32 ViewFrameId) overrideCalled on the Game Thread after a View gets advanced.
Reimplements: ICompositorInterfaceUnreal::PrepareForAdvance
function GetCriticalSectionFrames
Section titled “function GetCriticalSectionFrames”virtual FCriticalSection & GetCriticalSectionFrames() overrideReimplements: ICompositorInterfaceUnreal::GetCriticalSectionFrames
function GetRenoirDrawDataMap
Section titled “function GetRenoirDrawDataMap”virtual const TMap< FString, FRenoirDrawData > & GetRenoirDrawDataMap() const overrideReimplements: ICompositorInterfaceUnreal::GetRenoirDrawDataMap
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.