UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ShaderCompilerMemoryLimit.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2
3/*=============================================================================
4 ShaderCompilerMemoryLimit.h: Wrapper for Windows specific Process Tree functionality.
5=============================================================================*/
6
7#pragma once
8
9#include "CoreMinimal.h"
10#include "HAL/PlatformProcess.h"
11
12#if PLATFORM_WINDOWS
13
16{
17public:
20
23
25 void AddRootProcessId(uint32 ProcessId);
26
28 void Reset();
29
31 bool TryGetMemoryUsage(FPlatformProcessMemoryStats& OutStats);
32
33private:
34 struct FProcessInfo {
35 uint32 ProcessId = 0;
37 };
38
39 /* The Process IDs we will measure */
41
42 /* All Processes in the system */
44
45 /* The root Process IDs and all child Process IDs */
47
48 /* Populate the TreeProcessIds with RootProcessIds and their children. */
50
51 /* Recursively add the RootProcessId and children to the TreeProcessIds */
53};
54
56
57#else
58
73
75
76#endif // PLATFORM_WINDOWS
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition ShaderCompilerMemoryLimit.h:61
bool TryGetMemoryUsage(FPlatformProcessMemoryStats &OutStats)
Definition ShaderCompilerMemoryLimit.cpp:141
FGenericResourceProcessTreeMemory(const FGenericResourceProcessTreeMemory &)=delete
void Reset()
Definition ShaderCompilerMemoryLimit.cpp:136
FGenericResourceProcessTreeMemory & operator=(const FGenericResourceProcessTreeMemory &)=delete
void AddRootProcessId(uint32 ProcessId)
Definition ShaderCompilerMemoryLimit.cpp:131
Definition Array.h:670
Definition GenericPlatformProcess.h:130