// Copyright Epic Games, Inc. All Rights Reserved. #include "Compute/ComputeChannel.h" #include #include #include "Compute/ComputeSocket.h" FComputeChannel::FComputeChannel() { } FComputeChannel::FComputeChannel(FComputeBufferReader InReader, FComputeBufferWriter InWriter) : Reader(MoveTemp(InReader)) , Writer(MoveTemp(InWriter)) { } FComputeChannel::~FComputeChannel() { } bool FComputeChannel::IsValid() const { return Reader.IsValid(); } size_t FComputeChannel::Send(const void* Data, size_t Size, int TimeoutMs) { return Writer.Write(Data, Size, TimeoutMs); } size_t FComputeChannel::Recv(void* Data, size_t Size, int TimeoutMs) { return Reader.Read(Data, Size, TimeoutMs); } void FComputeChannel::MarkComplete() { Writer.MarkComplete(); }