// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= LumenGrid.h: =============================================================================*/ #pragma once #include "GPUMessaging.h" #include "RenderGraphResources.h" class FViewInfo; class FLightGridViewState { public: FLightGridViewState(); void FeedbackStatus(FRDGBuilder& GraphBuilder, FViewInfo& View, FRDGBufferRef CulledLightDataAllocatorBuffer, uint32 NumCulledLightDataEntries, FRDGBufferRef CulledLightLinkAllocatorBuffer, uint32 NumCulledLightLinks, bool bUseAsyncCompute); #if !UE_BUILD_SHIPPING uint32 GetStatusMessageId() const { return StatusFeedbackSocket.GetMessageId().GetIndex(); } #endif private: #if !UE_BUILD_SHIPPING GPUMessage::FSocket StatusFeedbackSocket; uint32 MaxEntriesHighWaterMark = 0; #endif };