2019-12-26 15:33:43 -05:00
|
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
#include "CoreMinimal.h"
|
|
|
|
|
#include "UObject/ObjectMacros.h"
|
|
|
|
|
#include "UObject/Object.h"
|
|
|
|
|
#include "UObject/WeakObjectPtr.h"
|
2014-03-14 14:13:41 -04:00
|
|
|
#include "LightingBuildInfo.generated.h"
|
|
|
|
|
|
|
|
|
|
/** Enum defining the object sets for this stats object */
|
|
|
|
|
UENUM()
|
2022-12-06 19:43:59 -05:00
|
|
|
enum ELightingBuildInfoObjectSets : int
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
LightingBuildInfoObjectSets_Default UMETA( DisplayName = "Default" , ToolTip = "View lighting build statistics" ),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** Statistics page for lighting. */
|
|
|
|
|
UCLASS(Transient, MinimalAPI, meta=( DisplayName = "Lighting Build Info", ObjectSetType = "ELightingBuildInfoObjectSets" ) )
|
|
|
|
|
class ULightingBuildInfo : public UObject
|
|
|
|
|
{
|
2015-03-17 05:38:32 -04:00
|
|
|
GENERATED_UCLASS_BODY()
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
/** The actor and/or object that is related to this info. */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( ColumnWidth = "150" ) )
|
|
|
|
|
TWeakObjectPtr<UObject> Object;
|
|
|
|
|
|
|
|
|
|
/** The lighting time this object took. */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( ColumnWidth = "200", ShowTotal = "true", Unit = "s" ) )
|
|
|
|
|
float LightingTime;
|
|
|
|
|
|
|
|
|
|
/** The percentage of unmapped texels for this object. */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( DisplayName = "Unmapped Texels", ShowTotal = "true", ColumnWidth = "142", Unit = "%" ) )
|
|
|
|
|
float UnmappedTexelsPercentage;
|
|
|
|
|
|
|
|
|
|
/** The memory consumed by unmapped texels for this object, in KB */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( ColumnWidth = "194", ShowTotal = "true", Unit = "KB" ) )
|
|
|
|
|
float UnmappedTexelsMemory;
|
|
|
|
|
|
|
|
|
|
/** The memory consumed by all texels for this object, in KB */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( ColumnWidth = "220", ShowTotal = "true", SortMode = "Descending", Unit = "KB" ) )
|
|
|
|
|
float TotalTexelMemory;
|
|
|
|
|
|
|
|
|
|
/** The name of the level this object resides in */
|
|
|
|
|
UPROPERTY(VisibleAnywhere, AssetRegistrySearchable, Category="Stats", meta=( ColumnWidth = "168" ) )
|
|
|
|
|
FString LevelName;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Set the values for this stats entry
|
|
|
|
|
* @param Object The object this lighting info relates to
|
|
|
|
|
* @param LightingTime The time in seconds that this objects lighting build took
|
|
|
|
|
* @param UnmappedTexelsPercentage The percentage of unmapped texels for this object
|
|
|
|
|
* @param UnmappedTexelsMemory The memory consumed by unmapped texels for this object, in bytes
|
|
|
|
|
* @param TotalTexelMemory The memory consumed by all texels for this object, in bytes
|
|
|
|
|
*/
|
|
|
|
|
virtual void Set( TWeakObjectPtr<UObject> Object, double LightingTime, float UnmappedTexelsPercentage, int32 UnmappedTexelsMemory, int32 TotalTexelMemory );
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
|
|
/** Update internal strings */
|
|
|
|
|
void UpdateNames();
|
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
|
|
|
};
|