# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
48 lines
990 B
C++
48 lines
990 B
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Object.h"
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#include "Engine/Core/Collections/Array.h"
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#include "GPUTasksContext.h"
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class GPUTask;
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/// <summary>
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/// Describes object responsible for GPU jobs execution scheduling.
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/// </summary>
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class GPUTasksExecutor : public Object
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{
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protected:
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Array<GPUTasksContext*> _contextList;
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public:
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/// <summary>
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/// Destructor
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/// </summary>
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virtual ~GPUTasksExecutor();
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public:
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/// <summary>
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/// Sync point event called on begin of the frame
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/// </summary>
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virtual void FrameBegin() = 0;
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/// <summary>
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/// Sync point event called on end of the frame
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/// </summary>
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virtual void FrameEnd() = 0;
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public:
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/// <summary>
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/// Gets the context list.
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/// </summary>
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FORCE_INLINE const Array<GPUTasksContext*>* GetContextList() const
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{
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return &_contextList;
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}
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protected:
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GPUTasksContext* createContext();
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};
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