50 lines
1.9 KiB
C++
50 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RHITransientResourceAllocator.h"
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#if ENABLE_RHI_VALIDATION
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class FValidationTransientResourceAllocator : public IRHITransientResourceAllocator
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{
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public:
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FValidationTransientResourceAllocator(IRHITransientResourceAllocator* InRHIAllocator)
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: RHIAllocator(InRHIAllocator)
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{}
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virtual ~FValidationTransientResourceAllocator();
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// Implementation of FRHITransientResourceAllocator interface
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virtual void SetCreateMode(ERHITransientResourceCreateMode InCreateMode) override final;
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virtual bool SupportsResourceType(ERHITransientResourceType InType) const override final { return RHIAllocator->SupportsResourceType(InType); }
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virtual FRHITransientTexture* CreateTexture(const FRHITextureCreateInfo& InCreateInfo, const TCHAR* InDebugName, const FRHITransientAllocationFences& Fences) override final;
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virtual FRHITransientBuffer* CreateBuffer(const FRHIBufferCreateInfo& InCreateInfo, const TCHAR* InDebugName, const FRHITransientAllocationFences& Fences) override final;
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virtual void DeallocateMemory(FRHITransientTexture* InTexture, const FRHITransientAllocationFences& Fences) override final;
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virtual void DeallocateMemory(FRHITransientBuffer* InBuffer, const FRHITransientAllocationFences& Fences) override final;
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virtual void Flush(FRHICommandListImmediate&, FRHITransientAllocationStats*) override final;
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virtual void Release(FRHICommandListImmediate&) override final;
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private:
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// Actual RHI transient allocator which will get all functions forwarded
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IRHITransientResourceAllocator* RHIAllocator = nullptr;
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// All the allocated resources on the transient allocator
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struct FAllocatedResourceData
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{
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enum class EType
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{
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Texture,
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Buffer,
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};
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FString DebugName;
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EType ResourceType = EType::Texture;
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};
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TMap<FRHIResource*, FAllocatedResourceData> AllocatedResourceMap;
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TRHIPipelineArray<TArray<RHIValidation::FOperation>> PendingPipelineOps;
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};
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#endif // ENABLE_RHI_VALIDATION
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