63 lines
1.8 KiB
C++
63 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "ShaderCompiler.h"
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/** Results for a single compiled shader map. */
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struct FNiagaraShaderMapCompileResults
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{
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FNiagaraShaderMapCompileResults() :
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NumJobsQueued(0),
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bAllJobsSucceeded(true)
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{}
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int32 NumJobsQueued;
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bool bAllJobsSucceeded;
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TArray<FShaderCommonCompileJobPtr> FinishedJobs;
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};
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/** Results for a single compiled and finalized shader map. */
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struct FNiagaraShaderMapFinalizeResults : public FNiagaraShaderMapCompileResults
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{
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/** Tracks finalization progress on this shader map. */
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int32 FinalizeJobIndex;
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FNiagaraShaderMapFinalizeResults(const FNiagaraShaderMapCompileResults& InCompileResults) :
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FNiagaraShaderMapCompileResults(InCompileResults),
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FinalizeJobIndex(0)
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{}
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};
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// handles gpu compute shader compile jobs, applying of the shaders to their scripts, and some error handling
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//
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class FNiagaraShaderCompilationManager
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{
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public:
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FNiagaraShaderCompilationManager() = default;
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NIAGARASHADER_API void AddJobs(TArray<FShaderCommonCompileJobPtr> InNewJobs);
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NIAGARASHADER_API void ProcessAsyncResults();
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void FinishCompilation(const TArray<int32>& ShaderMapIdsToFinishCompiling);
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private:
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void ProcessCompiledNiagaraShaderMaps(TMap<int32, FNiagaraShaderMapFinalizeResults>& CompiledShaderMaps, float TimeBudget);
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TArray<FShaderCommonCompileJobPtr> JobQueue;
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/** Map from shader map Id to the compile results for that map, used to gather compiled results. */
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TMap<int32, FNiagaraShaderMapCompileResults> NiagaraShaderMapJobs;
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/** Map from shader map id to results being finalized. Used to track shader finalizations over multiple frames. */
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TMap<int32, FNiagaraShaderMapFinalizeResults> PendingFinalizeNiagaraShaderMaps;
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};
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extern NIAGARASHADER_API FNiagaraShaderCompilationManager GNiagaraShaderCompilationManager;
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#endif //WITH_EDITOR
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