Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Public/ComputeSystemInterface.h
jeremy moore 8792e4b0d7 #jira UE-12502
Move ComputeFramework into its own plugin.
#preflight 619bddd0f934c1a291daae39

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18262262 in //UE5/Release-5.0/... via CL 18262318
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18262322 by jeremy moore in ue5-release-engine-test branch]
2021-11-22 15:33:48 -05:00

43 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RHIDefinitions.h"
class FSceneInterface;
class IComputeTaskWorker;
/**
* Interface for compute systems.
* IComputeSystem objects are registered with the renderer.
* Whenever a scene is created it instantiates the IComputeTaskWorker objects required by the registered IComputeSystem.
* IComputeTaskWorker objects have their work executed by the renderer at specific points in the frame.
* The compute tasks are scheduled by the IComputeSystem.
*/
class RENDERER_API IComputeSystem
{
public:
virtual ~IComputeSystem() {}
/** Create compute workers and add to OutWorkers. The created compute workers will only be used by InScene. */
virtual void CreateWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& OutWorkers) = 0;
/** Destroy any compute workers created by this system that are found the InOutWorkers array. Also remove them from the array. */
virtual void DestroyWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& InOutWorkers) = 0;
};
namespace ComputeSystemInterface
{
/** Register a system that can provide a compute work scheduler for every scene. */
RENDERER_API void RegisterSystem(IComputeSystem* InSystem);
/** Unregister a system that provides compute workers. */
RENDERER_API void UnregisterSystem(IComputeSystem* InSystem);
/** Create compute workers for all registered systems. */
void CreateWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& OutSchedulers);
/** Destroy compute workers from all registered systems. */
void DestroyWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& InOutSchedulers);
}