63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#ifdef WITH_NNE_RUNTIME_IREE_SHADER
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#include "NNERuntimeIREEShaderShared.h"
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#include "ShaderCompiler.h"
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/** Results for a single compiled shader map. */
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struct FNNERuntimeIREEShaderMapCompileResults
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{
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FNNERuntimeIREEShaderMapCompileResults() :
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NumJobsQueued(0),
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bAllJobsSucceeded(true),
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bRecreateComponentRenderStateOnCompletion(false)
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{}
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int32 NumJobsQueued;
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bool bAllJobsSucceeded;
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bool bRecreateComponentRenderStateOnCompletion;
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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 FNNERuntimeIREEShaderMapFinalizeResults : public FNNERuntimeIREEShaderMapCompileResults
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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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FNNERuntimeIREEShaderMapFinalizeResults(const FNNERuntimeIREEShaderMapCompileResults& InCompileResults) :
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FNNERuntimeIREEShaderMapCompileResults(InCompileResults),
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FinalizeJobIndex(0)
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{}
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};
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#if WITH_EDITOR
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/** Handles finished shader compile jobs, applying of the shaders to their config asset, and some error handling. */
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class FNNERuntimeIREEShaderCompilationManager
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{
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public:
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void Tick(float DeltaSeconds);
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void AddJobs(TArray<FShaderCommonCompileJobPtr> InNewJobs);
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void FinishCompilation(const TCHAR* InKernelName, const TArray<int32>& ShaderMapIdsToFinishCompiling);
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private:
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void ProcessAsyncResults();
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void ProcessCompiledNNERuntimeIREEShaderMaps(TMap<int32, FNNERuntimeIREEShaderMapFinalizeResults>& 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, FNNERuntimeIREEShaderMapCompileResults> NNERuntimeIREEShaderMapJobs;
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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, FNNERuntimeIREEShaderMapFinalizeResults> PendingFinalizeNNERuntimeIREEShaderMaps;
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};
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extern FNNERuntimeIREEShaderCompilationManager GNNERuntimeIREEShaderCompilationManager;
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#endif // WITH_EDITOR
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#endif // WITH_NNE_RUNTIME_IREE_SHADER
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