2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-09-15 18:41:34 -04:00
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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
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "Textures/SlateShaderResource.h"
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#include "Textures/TextureAtlas.h"
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#include "Rendering/ShaderResourceManager.h"
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#include "Fonts/FontTypes.h"
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#include "Fonts/FontCache.h"
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#include "Rendering/DrawElements.h"
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#include "Rendering/SlateRenderer.h"
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#include "TextureResource.h"
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#include "Interfaces/ISlateNullRendererModule.h"
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#include "SlateNullRenderer.h"
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2015-11-17 14:50:21 -05:00
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class FSlateNullShaderResourceManager : public ISlateAtlasProvider, public FSlateShaderResourceManager
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{
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public:
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// ISlateAtlasProvider interface
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virtual int32 GetNumAtlasPages() const override { return 0; }
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virtual FIntPoint GetAtlasPageSize() const override { return FIntPoint(0, 0); }
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virtual class FSlateShaderResource* GetAtlasPageResource(const int32 InIndex) const override { return nullptr; }
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virtual bool IsAtlasPageResourceAlphaOnly() const override { return false; }
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// FSlateShaderResourceManager interface
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virtual FSlateShaderResourceProxy* GetShaderResource( const FSlateBrush& InBrush ) override { return nullptr; }
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virtual FSlateResourceHandle GetResourceHandle( const FSlateBrush& InBrush ) override { return FSlateResourceHandle(); }
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virtual ISlateAtlasProvider* GetTextureAtlasProvider() { return this; }
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};
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/** A null font texture resource to represent fonts */
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class FSlateFontTextureNull : public FSlateShaderResource
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#if WITH_ENGINE
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, public FTextureResource
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#endif
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{
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public:
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FSlateFontTextureNull() {}
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/** FSlateShaderResource interface */
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virtual uint32 GetWidth() const override { return 0; }
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virtual uint32 GetHeight() const override { return 0; }
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virtual ESlateShaderResource::Type GetType() const override
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{
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return ESlateShaderResource::NativeTexture;
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}
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#if WITH_ENGINE
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/** FTextureResource interface */
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virtual uint32 GetSizeX() const override { return 0; }
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virtual uint32 GetSizeY() const override { return 0; }
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virtual FString GetFriendlyName() const override { return TEXT("FSlateFontTextureNull"); }
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#endif
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};
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/** A null font atlas store null font textures */
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class FSlateFontAtlasNull : public FSlateFontAtlas
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{
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public:
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FSlateFontAtlasNull(float AtlasSize)
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: FSlateFontAtlas(AtlasSize, AtlasSize)
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{}
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virtual class FSlateShaderResource* GetSlateTexture() override { return &NullFontTexture; }
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virtual class FTextureResource* GetEngineTexture() override
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{
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#if WITH_ENGINE
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return &NullFontTexture;
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#else
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return nullptr;
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#endif
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}
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virtual void ConditionalUpdateTexture() override {}
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virtual void ReleaseResources() override {}
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static FSlateFontTextureNull NullFontTexture;
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};
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FSlateFontTextureNull FSlateFontAtlasNull::NullFontTexture;
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/** A null font atlas factory to generate a null font atlas */
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class FSlateNullFontAtlasFactory : public ISlateFontAtlasFactory
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{
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public:
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FSlateNullFontAtlasFactory()
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: AtlasSize(2048)
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{}
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virtual ~FSlateNullFontAtlasFactory() {}
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virtual FIntPoint GetAtlasSize() const override
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{
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return FIntPoint(AtlasSize, AtlasSize);
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}
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virtual TSharedRef<FSlateFontAtlas> CreateFontAtlas() const override
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{
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return MakeShareable(new FSlateFontAtlasNull(AtlasSize));
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}
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2016-04-07 16:16:52 -04:00
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virtual TSharedPtr<ISlateFontTexture> CreateNonAtlasedTexture(const uint32 InWidth, const uint32 InHeight, const TArray<uint8>& InRawData) const override
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{
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return nullptr;
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}
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2015-09-15 18:41:34 -04:00
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private:
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/** Size of each font texture, width and height. Only used to return sane numbers */
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int32 AtlasSize;
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};
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/**
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* Implements the Slate Null Renderer module.
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*/
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class FSlateNullRendererModule
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: public ISlateNullRendererModule
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{
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public:
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// ISlateNullRendererModule interface
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virtual TSharedRef<FSlateRenderer> CreateSlateNullRenderer( ) override
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{
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ConditionalCreateResources();
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2015-11-04 16:14:13 -05:00
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return MakeShareable( new FSlateNullRenderer(SlateFontServices.ToSharedRef()) );
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}
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virtual TSharedRef<ISlateFontAtlasFactory> CreateSlateFontAtlasFactory() override
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{
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return MakeShareable( new FSlateNullFontAtlasFactory );
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}
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virtual void StartupModule( ) override { }
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virtual void ShutdownModule( ) override { }
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private:
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void ConditionalCreateResources()
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{
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if (!SlateFontServices.IsValid())
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{
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const TSharedRef<FSlateFontCache> FontCache = MakeShareable(new FSlateFontCache(MakeShareable(new FSlateNullFontAtlasFactory)));
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SlateFontServices = MakeShareable(new FSlateFontServices(FontCache, FontCache));
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}
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2015-11-17 14:50:21 -05:00
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if (!ResourceManager.IsValid())
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{
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ResourceManager = MakeShareable(new FSlateNullShaderResourceManager);
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FSlateDataPayload::ResourceManager = ResourceManager.Get();
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}
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}
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private:
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TSharedPtr<FSlateFontServices> SlateFontServices;
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TSharedPtr<FSlateShaderResourceManager> ResourceManager;
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};
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IMPLEMENT_MODULE( FSlateNullRendererModule, SlateNullRenderer )
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