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