Files
UnrealEngineUWP/Engine/Source/Developer/SynthBenchmark/Public/SynthBenchmark.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

42 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
/**
* 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 = false, float WorkScale = 10.0f) 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" );
}
};