Files
UnrealEngineUWP/Engine/Source/Developer/DistributedBuildInterface/Public/DistributedBuildControllerInterface.h
laura hermanns 1d344a72de [UBA] Add breadcrumbs to UBA trace files.
This change adds a new field to the ProcessStartInfo struct in UBA trace files for a description of the task, called "breadcrumbs" which allow to diagnose and backtrace the origin of a UBA task.
This is also hooked up to the distributed shader compilation (added as new field in FTaskCommandData) and a descriptive string is generated for each shader compile job batch.
UbaVisualizer is updated accordingly to integrate this new data when hovering over a task in the timeline.
This feature can be enabled via the new CVar "r.ShaderCompiler.DistributedJobDescriptionLevel" with values 0 (Disabled), 1 (Basic information), 2 (Adds shader format to each job). It's disabled by default.

#rb dan.elksnitis, henrik.karlsson
#rnx

[CL 36346831 by laura hermanns in 5.5 branch]
2024-09-17 15:08:58 -04:00

86 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleInterface.h"
#include "Features/IModularFeatures.h"
#include "Async/Async.h"
struct FDistributedBuildTaskResult
{
int32 ReturnCode;
bool bCompleted;
};
struct FDistributedBuildStats
{
uint32 MaxRemoteAgents = 0;
uint32 MaxActiveAgentCores = 0;
};
struct FTaskCommandData
{
FString Command;
FString WorkingDirectory;
FString InputFileName;
FString OutputFileName;
FString ExtraCommandArgs;
FString Description; // Optional string describing the task. Shows up in UBA trace files for each job.
uint32 DispatcherPID = 0;
TArray<FString> Dependencies;
};
struct FTask
{
uint32 ID;
FTaskCommandData CommandData;
TPromise<FDistributedBuildTaskResult> Promise;
FTask(uint32 ID, const FTaskCommandData& CommandData, TPromise<FDistributedBuildTaskResult>&& Promise)
: ID(ID)
, CommandData(CommandData)
, Promise(MoveTemp(Promise))
{}
};
struct FTaskResponse
{
uint32 ID;
int32 ReturnCode;
};
class IDistributedBuildController : public IModuleInterface, public IModularFeature
{
public:
virtual bool SupportsDynamicReloading() override { return false; }
virtual bool RequiresRelativePaths() { return false; }
virtual void InitializeController() = 0;
// Returns true if the controller may be used.
virtual bool IsSupported() = 0;
// Returns the name of the controller. Used for logging purposes.
virtual const FString GetName() = 0;
virtual FString RemapPath(const FString& SourcePath) const { return SourcePath; }
virtual void Tick(float DeltaSeconds){}
// Returns a new file path to be used for writing input data to.
virtual FString CreateUniqueFilePath() = 0;
// Returns the distributed build statistics since the last call and resets its internal values. Returns false if there are no statistics provided.
virtual bool PollStats(FDistributedBuildStats& OutStats) { return false; }
// Launches a task. Returns a future which can be waited on for the results.
virtual TFuture<FDistributedBuildTaskResult> EnqueueTask(const FTaskCommandData& CommandData) = 0;
static const FName& GetModularFeatureType()
{
static FName FeatureTypeName = FName(TEXT("DistributedBuildController"));
return FeatureTypeName;
}
};