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