Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Public/ComputeSystemInterface.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

44 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "RHIDefinitions.h"
class FSceneInterface;
class IComputeTaskWorker;
/**
* Interface for compute systems.
* IComputeSystem objects are registered with the renderer.
* Whenever a scene is created it instantiates the IComputeTaskWorker objects required by the registered IComputeSystem.
* IComputeTaskWorker objects have their work executed by the renderer at specific points in the frame.
* The compute tasks are scheduled by the IComputeSystem.
*/
class RENDERER_API IComputeSystem
{
public:
virtual ~IComputeSystem() {}
/** Create compute workers and add to OutWorkers. The created compute workers will only be used by InScene. */
virtual void CreateWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& OutWorkers) = 0;
/** Destroy any compute workers created by this system that are found the InOutWorkers array. Also remove them from the array. */
virtual void DestroyWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& InOutWorkers) = 0;
};
namespace ComputeSystemInterface
{
/** Register a system that can provide a compute work scheduler for every scene. */
RENDERER_API void RegisterSystem(IComputeSystem* InSystem);
/** Unregister a system that provides compute workers. */
RENDERER_API void UnregisterSystem(IComputeSystem* InSystem);
/** Create compute workers for all registered systems. */
void CreateWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& OutSchedulers);
/** Destroy compute workers from all registered systems. */
void DestroyWorkers(FSceneInterface const* InScene, TArray<IComputeTaskWorker*>& InOutSchedulers);
}