Files
UnrealEngineUWP/Engine/Source/Programs/MemoryProfiler2/StreamObserver.cs
Ryan Durand 9ef3748747 Updating copyrights for Engine Programs.
#rnx
#rb none
#jira none

#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536
#ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866)

[CL 10870955 by Ryan Durand in Main branch]
2019-12-26 23:01:54 -05:00

50 lines
1.1 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MemoryProfiler2
{
/// <summary> For future usage. </summary>
public abstract class StreamObserver
{
/// <summary>
/// Return true if you need callstacks to be assigned to memory poolsbefore allocation processing begins.
/// </summary>
public virtual bool NeedsPrePass
{
get
{
return true;
}
}
/// <summary>
/// Called after the callstack, name, etc. tables have been loaded and
/// allocation stream parsing is about to begin. It's safe to call
/// HistogramParser.LinkCallstackGroups at this point.
/// </summary>
public virtual void DataTablesLoaded()
{
}
public virtual void SetStreamSize( int TotalAllocationEvents, List<int> AllocationEventsPerFrame )
{
}
public virtual void AllocationEvent( FCallStack Callstack, EProfilingPayloadType EventType, long Size )
{
}
public virtual void Snapshot( EProfilingPayloadSubType SnapshotType )
{
}
public virtual void NewCallstack( FCallStack Callstack )
{
}
}
}