39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Containers/Array.h"
|
|
|
|
/**
|
|
* The base class of objects that need to defer deletion until the render command queue has been flushed.
|
|
*/
|
|
class FDeferredCleanupInterface
|
|
{
|
|
public:
|
|
virtual ~FDeferredCleanupInterface() {}
|
|
};
|
|
|
|
/**
|
|
* A set of cleanup objects which are pending deletion.
|
|
*/
|
|
class FPendingCleanupObjects
|
|
{
|
|
TArray<FDeferredCleanupInterface*> CleanupArray;
|
|
|
|
public:
|
|
inline bool IsEmpty() const { return CleanupArray.IsEmpty(); }
|
|
FPendingCleanupObjects();
|
|
RENDERCORE_API ~FPendingCleanupObjects();
|
|
};
|
|
|
|
/**
|
|
* Adds the specified deferred cleanup object to the current set of pending cleanup objects.
|
|
*/
|
|
extern RENDERCORE_API void BeginCleanup(FDeferredCleanupInterface* CleanupObject);
|
|
|
|
/**
|
|
* Transfers ownership of the current set of pending cleanup objects to the caller. A new set is created for subsequent BeginCleanup calls.
|
|
* @return A pointer to the set of pending cleanup objects. The called is responsible for deletion.
|
|
*/
|
|
extern RENDERCORE_API FPendingCleanupObjects* GetPendingCleanupObjects();
|