// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" struct FGPUAdpater; struct FSynthBenchmarkResults; /** * The public interface to this module */ class ISynthBenchmark : public IModuleInterface { public: // @param >0, WorkScale 10 for normal precision and runtime of less than a second virtual void Run(FSynthBenchmarkResults& Out, bool bGPUBenchmark = true, float WorkScale = 10.0f) const = 0; // could be moved out of SynthBenchmark, it only requires the RHI, only returns valid data after the RHI started up virtual void GetRHIDisplay(FGPUAdpater& Out) const = 0; virtual void GetRHIInfo(FGPUAdpater& Out, FString& RHIName) const = 0; /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline ISynthBenchmark& Get() { return FModuleManager::LoadModuleChecked< ISynthBenchmark >( "SynthBenchmark" ); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded( "SynthBenchmark" ); } };