Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphTrace.h
zach bethel d5b21eab6b Major refactor of transient allocator to support page table mapping implementation and extracted transient resources.
- Implemented common transient page allocator in RHICore.
 - Implemented XBox specific GPU page table mapping allocator.
 - Extended RDG insights to support viewing heap visualization or page pool visualization.

#preflight 61d356682e0e436c725818bf

#ushell-cherrypick of 18504626 by zach.bethel

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18565702 in //UE5/Release-5.0/... via CL 18565762
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18565807 by zach bethel in ue5-release-engine-test branch]
2022-01-10 17:00:33 -05:00

34 lines
718 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraphDefinitions.h"
#include "RHITransientResourceAllocator.h"
#if RDG_ENABLE_TRACE
UE_TRACE_CHANNEL_EXTERN(RDGChannel, RENDERCORE_API);
class RENDERCORE_API FRDGTrace
{
public:
FRDGTrace();
void OutputGraphBegin();
void OutputGraphEnd(const FRDGBuilder& GraphBuilder);
void AddResource(FRDGParentResource* Resource);
void AddTexturePassDependency(FRDGTexture* Texture, FRDGPass* Pass);
void AddBufferPassDependency(FRDGBuffer* Buffer, FRDGPass* Pass);
FRHITransientAllocationStats TransientAllocationStats;
bool IsEnabled() const;
private:
uint64 GraphStartCycles{};
uint32 ResourceOrder{};
bool bEnabled;
};
#endif