45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DeviceType.h"
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#include "Profiling/StatGroup.h"
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#include "Helper/Promise.h"
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#include <memory>
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#define UE_API TEXTUREGRAPHENGINE_API
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class Device;
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class Device_Mem;
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using AsyncBool = cti::continuable<bool>;
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class DeviceManager
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{
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private:
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Device* Devices[(size_t)DeviceType::Count] = {}; /// The devices available within the system
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Device_Mem* DefaultDevice = nullptr; /// What is the default device on the system. This is always the CPU device
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UE_API void InitDevices();
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UE_API void ReleaseDevices();
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public:
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UE_API DeviceManager();
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UE_API virtual ~DeviceManager();
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UE_API void Update(float dt);
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UE_API AsyncBool WaitForQueuedTasks(ENamedThreads::Type returnThread = ENamedThreads::UnusedAnchor);
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UE_API Device* GetDevice(DeviceType type) const;
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UE_API Device* GetDevice(size_t Index) const;
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//////////////////////////////////////////////////////////////////////////
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/// Inline functions
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//////////////////////////////////////////////////////////////////////////
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FORCEINLINE size_t GetNumDevices() const { return (size_t)DeviceType::Count; }
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FORCEINLINE Device_Mem* GetDefaultDevice() const { return DefaultDevice; }
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};
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typedef std::unique_ptr<DeviceManager> DeviceManagerPtr;
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#undef UE_API
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