// Copyright (c) 2025 Danielel. All rights reserved. #include "ShaderPipeline.h" #include "ShaderPipelineCache.h" #include "RenderResource.h" void UShaderPipeline::SetBatchModeFast() { FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Fast); } void UShaderPipeline::SetBatchModeBackground() { FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Background); } void UShaderPipeline::SetBatchModePrecompile() { FShaderPipelineCache::SetBatchMode(FShaderPipelineCache::BatchMode::Precompile); } void UShaderPipeline::PauseBatching() { FShaderPipelineCache::PauseBatching(); } void UShaderPipeline::ResumeBatching() { FShaderPipelineCache::ResumeBatching(); } bool UShaderPipeline::IsPrecompiling() { return FShaderPipelineCache::IsPrecompiling(); } int UShaderPipeline::NumPrecompilesRemaining() { return FShaderPipelineCache::NumPrecompilesRemaining(); } bool UShaderPipeline::IsBatchingPaused() { return FShaderPipelineCache::IsBatchingPaused(); }