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UnrealEngine/Engine/Plugins/Experimental/NNERuntimeIREE/Source/NNERuntimeIREEShader/Private/NNERuntimeIREEShaderCompilationManager.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

63 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#ifdef WITH_NNE_RUNTIME_IREE_SHADER
#include "NNERuntimeIREEShaderShared.h"
#include "ShaderCompiler.h"
/** Results for a single compiled shader map. */
struct FNNERuntimeIREEShaderMapCompileResults
{
FNNERuntimeIREEShaderMapCompileResults() :
NumJobsQueued(0),
bAllJobsSucceeded(true),
bRecreateComponentRenderStateOnCompletion(false)
{}
int32 NumJobsQueued;
bool bAllJobsSucceeded;
bool bRecreateComponentRenderStateOnCompletion;
TArray<FShaderCommonCompileJobPtr> FinishedJobs;
};
/** Results for a single compiled and finalized shader map. */
struct FNNERuntimeIREEShaderMapFinalizeResults : public FNNERuntimeIREEShaderMapCompileResults
{
/** Tracks finalization progress on this shader map. */
int32 FinalizeJobIndex;
FNNERuntimeIREEShaderMapFinalizeResults(const FNNERuntimeIREEShaderMapCompileResults& InCompileResults) :
FNNERuntimeIREEShaderMapCompileResults(InCompileResults),
FinalizeJobIndex(0)
{}
};
#if WITH_EDITOR
/** Handles finished shader compile jobs, applying of the shaders to their config asset, and some error handling. */
class FNNERuntimeIREEShaderCompilationManager
{
public:
void Tick(float DeltaSeconds);
void AddJobs(TArray<FShaderCommonCompileJobPtr> InNewJobs);
void FinishCompilation(const TCHAR* InKernelName, const TArray<int32>& ShaderMapIdsToFinishCompiling);
private:
void ProcessAsyncResults();
void ProcessCompiledNNERuntimeIREEShaderMaps(TMap<int32, FNNERuntimeIREEShaderMapFinalizeResults>& CompiledShaderMaps, float TimeBudget);
TArray<FShaderCommonCompileJobPtr> JobQueue;
/** Map from shader map Id to the compile results for that map, used to gather compiled results. */
TMap<int32, FNNERuntimeIREEShaderMapCompileResults> NNERuntimeIREEShaderMapJobs;
/** Map from shader map id to results being finalized. Used to track shader finalizations over multiple frames. */
TMap<int32, FNNERuntimeIREEShaderMapFinalizeResults> PendingFinalizeNNERuntimeIREEShaderMaps;
};
extern FNNERuntimeIREEShaderCompilationManager GNNERuntimeIREEShaderCompilationManager;
#endif // WITH_EDITOR
#endif // WITH_NNE_RUNTIME_IREE_SHADER