// Copyright Epic Games, Inc. All Rights Reserved. #include "Device_MemCM.h" #include "TextureGraphEngine.h" #include "DeviceBuffer_MemCM.h" #include "Device/DeviceManager.h" Device_MemCM::Device_MemCM() : Device_Mem(DeviceType::MemCompressed, new DeviceBuffer_MemCM(this, BufferDescriptor(), std::make_shared(0xDeadBeef, true))) { ShouldPrintStats = false; MaxThreads = FTaskGraphInterface::Get().GetNumWorkerThreads(); auto memConstants = FPlatformMemory::GetConstants(); MaxMemory = (size_t)((float)memConstants.TotalPhysical * 0.5f); MinLastUsageDuration = DefaultMinLastUsageDuration * 10; } Device_MemCM::~Device_MemCM() { } void Device_MemCM::Update(float Delta) { check(IsInGameThread()); //if (_shouldPrintStats) //{ // UE_LOG(LogDevice, Log, TEXT("===== BEGIN Device: MemCM STATS =====")); //} Device::Update(Delta); } Device_MemCM* Device_MemCM::Get() { Device* dev = TextureGraphEngine::GetDeviceManager()->GetDevice(DeviceType::MemCompressed); check(dev); return static_cast(dev); }