// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= AndroidTargetPlatform.h: Declares the FAndroidTargetPlatform class. =============================================================================*/ #pragma once #include "CoreTypes.h" #include "Containers/UnrealString.h" #include "UObject/NameTypes.h" #include "Delegates/IDelegateInstance.h" #include "Containers/Map.h" #include "Delegates/Delegate.h" #include "Containers/Ticker.h" #include "Misc/ScopeLock.h" #include "Android/AndroidPlatformProperties.h" #include "Interfaces/ITargetPlatformModule.h" #include "Common/TargetPlatformBase.h" #include "Interfaces/IAndroidDeviceDetection.h" #include "Interfaces/IAndroidDeviceDetectionModule.h" #include "AndroidTargetDevice.h" #if WITH_ENGINE #include "Engine/TextureCube.h" #include "Internationalization/Text.h" #include "StaticMeshResources.h" #endif // WITH_ENGINE #define LOCTEXT_NAMESPACE "FAndroidTargetPlatform" class FTargetDeviceId; class IAndroidDeviceDetection; class ITargetPlatform; class UTextureLODSettings; enum class ETargetPlatformFeatures; template class TTargetPlatformBase; template< typename InElementType, typename KeyFuncs , typename Allocator > class TSet; template class TMap; template class TMultiMap; template class TTargetPlatformBase; /** Listed in order of priority...if device supports multiple formats, first format in list will be chosen */ enum class EAndroidTextureFormatCategory { DXT, ETC2, ASTC, Count, }; /** * FAndroidTargetPlatform, abstraction for cooking Android platforms */ class ANDROIDTARGETPLATFORM_API FAndroidTargetPlatform : public TNonDesktopTargetPlatformBase { public: /** * Default constructor. */ FAndroidTargetPlatform(bool bIsClient, const TCHAR* FlavorName, const TCHAR* OverrideIniPlatformName=nullptr); /** * Destructor */ virtual ~FAndroidTargetPlatform(); public: /** * Gets the name of the Android platform variant, i.e. ASTC, ETC2, DXT, etc. * * @param Variant name. */ FString GetAndroidVariantName() const { return PlatformInfo->PlatformFlavor.ToString(); } public: //~ Begin ITargetPlatform Interface virtual void EnableDeviceCheck(bool OnOff) override {} virtual bool AddDevice( const FString& DeviceName, bool bDefault ) override { return false; } virtual void GetAllDevices( TArray& OutDevices ) const override; virtual bool GenerateStreamingInstallManifest(const TMultiMap& PakchunkMap, const TSet& PakchunkIndicesInUse) const override { return true; } virtual ITargetDevicePtr GetDefaultDevice( ) const override; virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override; virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override; virtual int32 CheckRequirements(bool bProjectHasCode, EBuildConfiguration Configuration, bool bRequiresAssetNativization, FString& OutTutorialPath, FString& OutDocumentationPath, FText& CustomizedLogMessage) const override; virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override; virtual bool SupportsTextureFormatCategory(EAndroidTextureFormatCategory Category) const { return true; } virtual bool SupportsCompressedNonPOT( ) const { // most formats do support non-POT compressed textures return true; } virtual void GetAllPossibleShaderFormats( TArray& OutFormats ) const override; virtual void GetAllTargetedShaderFormats(TArray& OutFormats) const override; virtual void GetPlatformSpecificProjectAnalytics( TArray& AnalyticsParamArray ) const override; #if WITH_ENGINE virtual void GetReflectionCaptureFormats( TArray& OutFormats ) const override; virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const override; virtual void GetTextureFormats( const UTexture* InTexture, TArray< TArray >& OutFormats) const override; virtual FName FinalizeVirtualTextureLayerFormat(FName Format) const override; virtual void GetAllTextureFormats(TArray& OutFormats) const override; virtual const UTextureLODSettings& GetTextureLODSettings() const override; virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override { TextureLODSettings = InTextureLODSettings; } #endif //WITH_ENGINE virtual bool SupportsVariants() const override; virtual void GetBuildProjectSettingKeys(FString& OutSection, TArray& InBoolKeys, TArray& InIntKeys, TArray& InStringKeys) const override { OutSection = TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"); InBoolKeys.Add(TEXT("bBuildForArm64")); InBoolKeys.Add(TEXT("bBuildForX8664")); InBoolKeys.Add(TEXT("bBuildForES31")); InBoolKeys.Add(TEXT("bBuildWithHiddenSymbolVisibility")); InBoolKeys.Add(TEXT("bSaveSymbols")); InStringKeys.Add(TEXT("NDKAPILevel")); } virtual bool ShouldExpandTo32Bit(const uint16* Indices, const int32 NumIndices) const override; //~ End ITargetPlatform Interface virtual void InitializeDeviceDetection(); virtual bool UsesDistanceFields() const override { return bDistanceField; } protected: /** * Return true if this device has a supported set of extensions for this platform. * * @param Extensions - The GL extensions string. * @param GLESVersion - The GLES version reported by this device. */ virtual bool SupportedByExtensionsString( const FString& ExtensionsString, const int GLESVersion ) const { return true; } virtual FAndroidTargetDevicePtr CreateTargetDevice(const ITargetPlatform& InTargetPlatform, const FString& InSerialNumber, const FString& InAndroidVariant) const; // query for rendering mode support bool SupportsES31() const; bool SupportsVulkan() const; bool SupportsVulkanSM5() const; protected: // Handles when the ticker fires. bool HandleTicker( float DeltaTime ); virtual FAndroidTargetDeviceRef CreateNewDevice(const FAndroidDeviceInfo &DeviceInfo); // Holds a map of valid devices. TMap Devices; // Holds a delegate to be invoked when the widget ticks. FTickerDelegate TickDelegate; // Handle to the registered TickDelegate. FTSTicker::FDelegateHandle TickDelegateHandle; // Pointer to the device detection handler that grabs device ids in another thread IAndroidDeviceDetection* DeviceDetection; // r.Mobile.ShadingPath value int32 MobileShadingPath; // true if DistanceField is enabled bool bDistanceField; // r.Mobile.Forward.EnableClusteredReflections value bool bMobileForwardEnableClusteredReflections; #if WITH_ENGINE // Holds a cache of the target LOD settings. const UTextureLODSettings* TextureLODSettings; // Holds the static mesh LOD settings. FStaticMeshLODSettings StaticMeshLODSettings; ITargetDevicePtr DefaultDevice; #endif //WITH_ENGINE }; //#include "AndroidTargetPlatform.inl" class FAndroid_DXTTargetPlatform : public FAndroidTargetPlatform { public: FAndroid_DXTTargetPlatform(bool bIsClient) : FAndroidTargetPlatform(bIsClient, TEXT("DXT")) { } #if WITH_ENGINE virtual void GetTextureFormats(const UTexture* Texture, TArray< TArray >& OutFormats) const override; #endif virtual bool SupportsTextureFormatCategory(EAndroidTextureFormatCategory Category) const override { return Category == EAndroidTextureFormatCategory::DXT; } virtual bool SupportedByExtensionsString(const FString& ExtensionsString, const int GLESVersion) const override { return (ExtensionsString.Contains(TEXT("GL_NV_texture_compression_s3tc")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_compression_s3tc"))); } virtual float GetVariantPriority() const override { float Priority; return (GConfig->GetFloat(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), TEXT("TextureFormatPriority_DXT"), Priority, GEngineIni) ? Priority : 0.6f) * 10.0f + (IsClientOnly() ? 0.25f : 0.5f); } }; class FAndroid_ASTCTargetPlatform : public FAndroidTargetPlatform { public: FAndroid_ASTCTargetPlatform(bool bIsClient) : FAndroidTargetPlatform(bIsClient, TEXT("ASTC")) { } virtual bool SupportsTextureFormatCategory(EAndroidTextureFormatCategory Category) const override { return Category == EAndroidTextureFormatCategory::ASTC; } #if WITH_ENGINE virtual void GetTextureFormats(const UTexture* Texture, TArray< TArray >& OutFormats) const; virtual void GetAllTextureFormats(TArray& OutFormats) const override; #endif virtual bool SupportedByExtensionsString(const FString& ExtensionsString, const int GLESVersion) const override { return ExtensionsString.Contains(TEXT("GL_KHR_texture_compression_astc_ldr")); } virtual float GetVariantPriority() const override { float Priority; return (GConfig->GetFloat(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), TEXT("TextureFormatPriority_ASTC"), Priority, GEngineIni) ? Priority : 0.9f) * 10.0f + (IsClientOnly() ? 0.25f : 0.5f); } }; class FAndroid_ETC2TargetPlatform : public FAndroidTargetPlatform { public: FAndroid_ETC2TargetPlatform(bool bIsClient) : FAndroidTargetPlatform(bIsClient, TEXT("ETC2")) { } virtual bool SupportsTextureFormatCategory(EAndroidTextureFormatCategory Category) const override { return Category == EAndroidTextureFormatCategory::ETC2; } #if WITH_ENGINE virtual void GetTextureFormats(const UTexture* Texture, TArray< TArray >& OutFormats) const; virtual void GetAllTextureFormats(TArray& OutFormats) const override; #endif virtual bool SupportedByExtensionsString(const FString& ExtensionsString, const int GLESVersion) const override { return GLESVersion >= 0x30000; } virtual float GetVariantPriority() const override { float Priority; return (GConfig->GetFloat(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), TEXT("TextureFormatPriority_ETC2"), Priority, GEngineIni) ? Priority : 0.2f) * 10.0f + (IsClientOnly() ? 0.25f : 0.5f); } }; class FAndroid_MultiTargetPlatform : public FAndroidTargetPlatform { TArray FormatTargetPlatforms; FString FormatTargetString; public: FAndroid_MultiTargetPlatform(bool bIsClient) : FAndroidTargetPlatform(bIsClient, TEXT("Multi")) { } // set up all of the multiple formats together into this one void LoadFormats(TArray SingleFormatTPs) { // sort formats by priority so higher priority formats are packaged (and thus used by the device) first // note that we passed this by value, not ref, so we can sort it SingleFormatTPs.Sort([](const FAndroidTargetPlatform& A, const FAndroidTargetPlatform& B) { float PriorityA = 0.f; float PriorityB = 0.f; FString VariantA = A.GetAndroidVariantName().Replace(TEXT("Client"), TEXT("")); FString VariantB = B.GetAndroidVariantName().Replace(TEXT("Client"), TEXT("")); GConfig->GetFloat(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), *(FString(TEXT("TextureFormatPriority_")) + VariantA), PriorityA, GEngineIni); GConfig->GetFloat(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), *(FString(TEXT("TextureFormatPriority_")) + VariantB), PriorityB, GEngineIni); return PriorityA > PriorityB; }); FormatTargetPlatforms.Empty(); FormatTargetString = TEXT(""); TSet SeenFormats; // Load the TargetPlatform module for each format for (FAndroidTargetPlatform* SingleFormatTP : SingleFormatTPs) { // only use once each if (SeenFormats.Contains(SingleFormatTP->GetAndroidVariantName())) { continue; } SeenFormats.Add(SingleFormatTP->GetAndroidVariantName()); bool bEnabled = false; FString SettingsName = FString(TEXT("bMultiTargetFormat_")) + *SingleFormatTP->GetAndroidVariantName(); GConfig->GetBool(TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings"), *SettingsName, bEnabled, GEngineIni); if (bEnabled) { if (FormatTargetPlatforms.Num()) { FormatTargetString += TEXT(","); } FormatTargetString += SingleFormatTP->GetAndroidVariantName(); FormatTargetPlatforms.Add(SingleFormatTP); } } // @todo do we need this with DisplayName below? PlatformInfo::UpdatePlatformDisplayName(TEXT("Android_Multi"), DisplayName()); } virtual FText DisplayName() const override { return FText::Format(LOCTEXT("Android_Multi", "Android (Multi:{0})"), FText::FromString(FormatTargetString)); } #if WITH_ENGINE virtual void GetTextureFormats(const UTexture* Texture, TArray< TArray >& OutFormats) const { // Ask each platform variant to choose texture formats for (ITargetPlatform* Platform : FormatTargetPlatforms) { TArray< TArray > PlatformFormats; Platform->GetTextureFormats(Texture, PlatformFormats); for (const TArray& FormatPerLayer : PlatformFormats) { OutFormats.AddUnique(FormatPerLayer); } } } virtual void GetAllTextureFormats(TArray& OutFormats) const override { // Ask each platform variant to choose texture formats for (ITargetPlatform* Platform : FormatTargetPlatforms) { TArray PlatformFormats; Platform->GetAllTextureFormats(PlatformFormats); for (FName Format : PlatformFormats) { OutFormats.AddUnique(Format); } } } #endif virtual float GetVariantPriority() const override { // lowest priority so specific variants are chosen first return (IsClientOnly() ? 0.25f : 0.5f); } }; #undef LOCTEXT_NAMESPACE