Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderCommandFence.h
henrik karlsson 8f20bd5cee [RenderCore]
* Moved dllexport from types to methods/staticvars

#rb none (approved by cwaters)

[CL 25902670 by henrik karlsson in ue5-main branch]
2023-06-09 16:04:27 -04:00

52 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Async/TaskGraphFwd.h"
#include "Templates/RefCounting.h"
namespace ENamedThreads { enum Type : int32; }
////////////////////////////////////
// Render fences
////////////////////////////////////
/**
* Used to track pending rendering commands from the game thread.
*/
class FRenderCommandFence
{
public:
/**
* Adds a fence command to the rendering command queue.
* Conceptually, the pending fence count is incremented to reflect the pending fence command.
* Once the rendering thread has executed the fence command, it decrements the pending fence count.
* @param bSyncToRHIAndGPU, true if we should wait for the RHI thread or GPU, otherwise we only wait for the render thread.
*/
RENDERCORE_API void BeginFence(bool bSyncToRHIAndGPU = false);
/**
* Waits for pending fence commands to retire.
* @param bProcessGameThreadTasks, if true we are on a short callstack where it is safe to process arbitrary game thread tasks while we wait
*/
RENDERCORE_API void Wait(bool bProcessGameThreadTasks = false) const;
// return true if the fence is complete
RENDERCORE_API bool IsFenceComplete() const;
// Ctor/dtor
RENDERCORE_API FRenderCommandFence();
RENDERCORE_API ~FRenderCommandFence();
private:
/** Graph event that represents completion of this fence **/
mutable FGraphEventRef CompletionEvent;
/** Thread that will trigger the CompletionEvent **/
ENamedThreads::Type TriggerThreadIndex;
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "CoreMinimal.h"
#endif