Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderCaptureInterface.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

37 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "HAL/Platform.h"
class FRDGBuilder;
class FRHICommandListImmediate;
/** Easy to use interface for IRenderCaptureProvider. */
namespace RenderCaptureInterface
{
/**
* Helper for capturing within a scope.
* Handles both game and render thread. Fails gracefully if no IRenderCaptureProvider exists.
*/
class FScopedCapture
{
public:
/** Use this constructor if not on rendering thread. Use bEnable to allow control over the capture frequency. */
RENDERCORE_API FScopedCapture(bool bEnable, TCHAR const* InEventName = nullptr, TCHAR const* InFileName = nullptr);
/** Use this constructor if on rendering thread. Use bEnable to allow control over the capture frequency. */
RENDERCORE_API FScopedCapture(bool bEnable, FRHICommandListImmediate* InRHICommandList, TCHAR const* InEventName = nullptr, TCHAR const* InFileName = nullptr);
/** Use this constructor if using RenderGraph to schedule work. Use bEnable to allow control over the capture frequency. */
RENDERCORE_API FScopedCapture(bool bEnable, FRDGBuilder& InGraphBuilder, TCHAR const* InEventName = nullptr, TCHAR const* InFileName = nullptr);
RENDERCORE_API ~FScopedCapture();
private:
bool bCapture;
bool bEvent;
FRHICommandListImmediate* RHICommandList;
FRDGBuilder* GraphBuilder;
};
}