// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #if WITH_ENGINE #include "StaticMeshResources.h" #endif // WITH_ENGINE #define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform" /** * Template for Windows target platforms */ template class TGenericWindowsTargetPlatform : public TTargetPlatformBase > { public: typedef FWindowsPlatformProperties TProperties; typedef TTargetPlatformBase TSuper; /** * Default constructor. */ TGenericWindowsTargetPlatform( ) { LocalDevice = MakeShareable(new TLocalPcTargetDevice(*this)); #if WITH_ENGINE FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName()); TextureLODSettings = nullptr; // These are registered by the device profile system. StaticMeshLODSettings.Initialize(EngineSettings); // Get the Target RHIs for this platform, we do not always want all those that are supported. GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni); // Gather the list of Target RHIs and filter out any that may be invalid. TArray PossibleShaderFormats; GetAllPossibleShaderFormats(PossibleShaderFormats); for(int32 ShaderFormatIdx = TargetedShaderFormats.Num()-1; ShaderFormatIdx >= 0; ShaderFormatIdx--) { FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx]; if(PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false) { TargetedShaderFormats.RemoveAt(ShaderFormatIdx); } } // If we're targeting only DX11 we can use DX11 texture formats. Otherwise we'd have to compress fallbacks and increase the size of cooked content significantly. static FString NAME_PCD3D_SM5(TEXT("PCD3D_SM5")); bSupportDX11TextureFormats = TargetedShaderFormats.Num() == 1 && TargetedShaderFormats[0] == NAME_PCD3D_SM5; #endif } public: // Begin ITargetPlatform interface virtual void EnableDeviceCheck(bool OnOff) override {} virtual void GetAllDevices( TArray& OutDevices ) const override { OutDevices.Reset(); OutDevices.Add(LocalDevice); } virtual ECompressionFlags GetBaseCompressionMethod( ) const override { return COMPRESS_ZLIB; } virtual bool GenerateStreamingInstallManifest(const TMultiMap& ChunkMap, const TSet& ChunkIDsInUse) const override { return true; } virtual ITargetDevicePtr GetDefaultDevice( ) const override { return LocalDevice; } virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) { if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId())) { return LocalDevice; } return nullptr; } virtual bool IsRunningPlatform( ) const override { // Must be Windows platform as editor for this to be considered a running platform return PLATFORM_WINDOWS && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA; } virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override { // we currently do not have a build target for WindowsServer if (Feature == ETargetPlatformFeatures::Packaging) { return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER); } return TSuper::SupportsFeature(Feature); } #if WITH_ENGINE virtual void GetAllPossibleShaderFormats( TArray& OutFormats ) const override { // no shaders needed for dedicated server target if (!IS_DEDICATED_SERVER) { static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5")); static FName NAME_PCD3D_SM4(TEXT("PCD3D_SM4")); static FName NAME_GLSL_150(TEXT("GLSL_150")); static FName NAME_GLSL_430(TEXT("GLSL_430")); OutFormats.AddUnique(NAME_PCD3D_SM5); OutFormats.AddUnique(NAME_PCD3D_SM4); OutFormats.AddUnique(NAME_GLSL_150); OutFormats.AddUnique(NAME_GLSL_430); } } virtual void GetAllTargetedShaderFormats( TArray& OutFormats ) const override { for(const FString& ShaderFormat : TargetedShaderFormats) { OutFormats.AddUnique(FName(*ShaderFormat)); } } virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override { return StaticMeshLODSettings; } virtual void GetTextureFormats( const UTexture* InTexture, TArray& OutFormats ) const override { if (!IS_DEDICATED_SERVER) { FName TextureFormatName = GetDefaultTextureFormatName(InTexture, EngineSettings, bSupportDX11TextureFormats); OutFormats.Add(TextureFormatName); } } virtual const UTextureLODSettings& GetTextureLODSettings() const override { return *TextureLODSettings; } virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override { TextureLODSettings = InTextureLODSettings; } virtual FName GetWaveFormat( const class USoundWave* Wave ) const override { static FName NAME_OGG(TEXT("OGG")); static FName NAME_OPUS(TEXT("OPUS")); if (Wave->IsStreaming()) { return NAME_OPUS; } return NAME_OGG; } #endif //WITH_ENGINE virtual bool SupportsVariants() const override { return true; } virtual FText GetVariantDisplayName() const override { if (IS_DEDICATED_SERVER) { return LOCTEXT("WindowsServerVariantTitle", "Dedicated Server"); } if (HAS_EDITOR_DATA) { return LOCTEXT("WindowsClientEditorDataVariantTitle", "Client with Editor Data"); } if (IS_CLIENT_ONLY) { return LOCTEXT("WindowsClientOnlyVariantTitle", "Client only"); } return LOCTEXT("WindowsClientVariantTitle", "Client"); } virtual FText GetVariantTitle() const override { return LOCTEXT("WindowsVariantTitle", "Build Type"); } virtual float GetVariantPriority() const override { return TProperties::GetVariantPriority(); } DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered); virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override { return DeviceDiscoveredEvent; } DECLARE_DERIVED_EVENT(TGenericWindowsTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost); virtual FOnTargetDeviceLost& OnDeviceLost( ) override { return DeviceLostEvent; } // End ITargetPlatform interface protected: /** * Temporary helper until we refactor Windows build targets. * Basically maps WindowsNoEditor to Win32 and Windows to Win64. */ FString GetBinariesSubDir( ) const { if (HAS_EDITOR_DATA) { return TEXT("Win64"); } return TEXT("Win32"); } private: // Holds the local device. ITargetDevicePtr LocalDevice; #if WITH_ENGINE // Holds the Engine INI settings for quick use. FConfigFile EngineSettings; // Holds the texture LOD settings. const UTextureLODSettings* TextureLODSettings; // Holds static mesh LOD settings. FStaticMeshLODSettings StaticMeshLODSettings; // List of shader formats specified as targets TArray TargetedShaderFormats; // True if the project supports non-DX11 texture formats. bool bSupportDX11TextureFormats; #endif // WITH_ENGINE private: // Holds an event delegate that is executed when a new target device has been discovered. FOnTargetDeviceDiscovered DeviceDiscoveredEvent; // Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out. FOnTargetDeviceLost DeviceLostEvent; }; #undef LOCTEXT_NAMESPACE