Files
UnrealEngineUWP/Engine/Source/Runtime/SynthBenchmark/Public/SynthBenchmark.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

49 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
struct FGPUAdpater;
struct FSynthBenchmarkResults;
/**
* The public interface to this module
*/
class ISynthBenchmark : public IModuleInterface
{
public:
// @param >0, WorkScale 10 for normal precision and runtime of less than a second
virtual void Run(FSynthBenchmarkResults& Out, bool bGPUBenchmark = true, float WorkScale = 10.0f) const = 0;
// could be moved out of SynthBenchmark, it only requires the RHI, only returns valid data after the RHI started up
virtual void GetRHIDisplay(FGPUAdpater& Out) const = 0;
virtual void GetRHIInfo(FGPUAdpater& Out, FString& RHIName) const = 0;
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline ISynthBenchmark& Get()
{
return FModuleManager::LoadModuleChecked< ISynthBenchmark >( "SynthBenchmark" );
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded( "SynthBenchmark" );
}
};