Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphDefinitions.h
zach bethel 551fea9ea8 Refactored render graph validation logic. Hardened mip generation pass barrier handling. Fixed compute-based mip generation pass helper.
#jira UE-77059
#rb guillaume.abadie

[CL 7324754 by zach bethel in 4.23 branch]
2019-07-16 13:06:34 -04:00

36 lines
1.2 KiB
C

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "RendererInterface.h"
/** Whether render graph debugging is enabled. */
#define RDG_ENABLE_DEBUG (!UE_BUILD_SHIPPING && !UE_BUILD_TEST)
/** Performs the operation if RDG_ENABLE_DEBUG is enabled. Useful for one-line checks without explicitly wrapping in #if. */
#if RDG_ENABLE_DEBUG
#define IF_RDG_ENABLE_DEBUG(Op) Op
#else
#define IF_RDG_ENABLE_DEBUG(Op)
#endif
/** Whether render graph debugging is enabled and we are compiling with the engine. */
#define RDG_ENABLE_DEBUG_WITH_ENGINE (RDG_ENABLE_DEBUG && WITH_ENGINE)
/** The type of GPU events the render graph system supports.
* RDG_EVENTS == 0 means there is no string processing at all.
* RDG_EVENTS == 1 means the format component of the event name is stored as a const TCHAR*.
* RDG_EVENTS == 2 means string formatting is evaluated and stored in an FString.
*/
#define RDG_EVENTS_NONE 0
#define RDG_EVENTS_STRING_REF 1
#define RDG_EVENTS_STRING_COPY 2
/** Whether render graph GPU events are enabled. */
#if WITH_PROFILEGPU
#define RDG_EVENTS RDG_EVENTS_STRING_COPY
#else
#define RDG_EVENTS RDG_EVENTS_NONE
#endif