Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphTrace.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

43 lines
925 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "RHITransientResourceAllocator.h"
#include "RenderGraphDefinitions.h"
#include "Trace/Trace.h"
class FRDGBuffer;
class FRDGBuilder;
class FRDGPass;
class FRDGTexture;
class FRDGViewableResource;
namespace UE { namespace Trace { class FChannel; } }
#if RDG_ENABLE_TRACE
UE_TRACE_CHANNEL_EXTERN(RDGChannel, RENDERCORE_API);
class RENDERCORE_API FRDGTrace
{
public:
FRDGTrace();
void OutputGraphBegin();
void OutputGraphEnd(const FRDGBuilder& GraphBuilder);
void AddResource(FRDGViewableResource* Resource);
void AddTexturePassDependency(FRDGTexture* Texture, FRDGPass* Pass);
void AddBufferPassDependency(FRDGBuffer* Buffer, FRDGPass* Pass);
FRHITransientAllocationStats TransientAllocationStats;
bool IsEnabled() const;
private:
uint64 GraphStartCycles{};
uint32 ResourceOrder{};
bool bEnabled;
};
#endif