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