#include <ShaderCompiler.h>
◆ FShaderCompileThreadRunnableBase()
◆ ~FShaderCompileThreadRunnableBase()
| virtual FShaderCompileThreadRunnableBase::~FShaderCompileThreadRunnableBase |
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inlinevirtual |
◆ CompilingLoop()
| virtual int32 FShaderCompileThreadRunnableBase::CompilingLoop |
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pure virtual |
◆ ForEachPendingJob()
Invokes the specified callback on each pending job this shader compile thread is processing. Use this to find compile jobs that are already sent to a worker, since once a worker processes them, they are no longer in the "pending list" of the shader compile manager (i.e. FShaderCompileJobCollection specifically).
- Parameters
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| PendingJobCallback | Function callback that is invoked on each pending job. Returns false to exit the iteration early. |
Reimplemented in FShaderCompileDistributedThreadRunnable_Interface.
◆ GetExternalWorkerMemoryUsage()
◆ GetThreadName()
| virtual const TCHAR * FShaderCompileThreadRunnableBase::GetThreadName |
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const |
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inlineprotectedvirtual |
◆ GetWorkerType()
◆ OnMachineResourcesChanged()
| virtual void FShaderCompileThreadRunnableBase::OnMachineResourcesChanged |
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inlinevirtual |
◆ PrintWorkerMemoryUsage()
| virtual bool FShaderCompileThreadRunnableBase::PrintWorkerMemoryUsage |
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bool |
bAllowToWaitForLock = true | ) |
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inlineprotectedvirtual |
Tries to print out the memory usage of all shader compile workers. When called during an out-of-memory event, it is useful to allow this process to wait for any locks, so we can rule out deadlocks while reporting out-of-memory errors. Returns whether the memory usage was successfully printed.
Reimplemented in FShaderCompileThreadRunnable.
◆ Run()
| uint32 FShaderCompileThreadRunnableBase::Run |
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void |
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virtual |
Entry point for the shader compiling thread.
Implements FRunnable.
◆ SetPriorityRange()
◆ StartThread()
| void FShaderCompileThreadRunnableBase::StartThread |
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◆ Stop()
Stops the runnable object.
This is called if a thread is requested to terminate early.
- See also
- Init, Run, Exit
Reimplemented from FRunnable.
◆ WaitForCompletion()
| void FShaderCompileThreadRunnableBase::WaitForCompletion |
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const |
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inline |
◆ WorkerStateHeartbeat()
| bool FShaderCompileThreadRunnableBase::WorkerStateHeartbeat |
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uint64 |
InWorkerStateHash | ) |
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protected |
Returns false if the new worker state hash hasn't changed in a certain period of time. If false, a warning is printed. An input hash of 0 will always succeed and effectively reset the timer. A value of 0 should be used when no jobs are pending.
◆ FShaderCompilingManager
◆ bForceFinish
| TAtomic<bool> FShaderCompileThreadRunnableBase::bForceFinish |
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protected |
◆ Manager
The manager for this thread
◆ MaxPriorityIndex
| int32 FShaderCompileThreadRunnableBase::MaxPriorityIndex |
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protected |
◆ MinPriorityIndex
| int32 FShaderCompileThreadRunnableBase::MinPriorityIndex |
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protected |
◆ Thread
The documentation for this class was generated from the following files: