Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayMediaEncoder/Private/GameplayMediaEncoderCommon.h
David Harvey f6c19f301d Remove NDA platform references
#jira FORT-365003, UE-124892
#rnx
#preflight 62a85b2fd502a5543666f91a
#rb Nuno.Leiria, Mickael.Gilabert

[CL 20648944 by David Harvey in ue5-main branch]
2022-06-14 10:55:38 -04:00

48 lines
1.1 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Logging/LogMacros.h"
#include "RHIStaticStates.h"
#include "HAL/ThreadSafeBool.h"
#include "HAL/ThreadSafeCounter.h"
#include "HAL/Thread.h"
#include "HAL/Event.h"
#include "Misc/ScopeExit.h"
#include "ShaderCore.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "RHI.h"
#include "RHIResources.h"
//
// Macros to control some things during development
//
#define LIVESTREAMING 0
//
// Includes common to Windows and XboxOne
//
#if PLATFORM_WINDOWS
#include "Templates/RefCounting.h"
#endif
#ifndef WMFMEDIA_SUPPORTED_PLATFORM
#define WMFMEDIA_SUPPORTED_PLATFORM (PLATFORM_WINDOWS && (WINVER >= 0x0600 /*Vista*/) && !UE_SERVER)
#endif
DECLARE_LOG_CATEGORY_EXTERN(GameplayMediaEncoder, Log, VeryVerbose);
struct FMemoryCheckpoint
{
FString Name;
float UsedPhysicalMB;
float DeltaMB;
float AccumulatedMB;
};
extern TArray<FMemoryCheckpoint> gMemoryCheckpoints;
uint64 MemoryCheckpoint(const FString& Name);
void LogMemoryCheckpoints(const FString& Name);