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Section Names for Windows/Mac/Linux/WindGDK will use the old names for compatibility. #jira UE-206488 #rb Brandon.Schaefer, Josh.Adams [CL 31522656 by florin pascu in ue5-main branch]
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "WindowsTargetSettings.h"
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/* UWindowsTargetSettings structors
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*****************************************************************************/
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UWindowsTargetSettings::UWindowsTargetSettings( const FObjectInitializer& ObjectInitializer )
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: Super(ObjectInitializer)
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, CacheSizeKB(65536)
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, MaxSampleRate(48000)
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, HighSampleRate(32000)
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, MedSampleRate(24000)
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, LowSampleRate(12000)
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, MinSampleRate(8000)
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, CompressionQualityModifier(1)
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{
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// Default windows settings
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AudioSampleRate = 48000;
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AudioCallbackBufferFrameSize = 1024;
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AudioNumBuffersToEnqueue = 1;
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AudioNumSourceWorkers = 4;
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}
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static bool FilterShaderPlatform_D3D12(const FString& InShaderPlatform)
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{
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return InShaderPlatform == TEXT("PCD3D_SM6") || InShaderPlatform == TEXT("PCD3D_SM5") || InShaderPlatform == TEXT("PCD3D_ES31");
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}
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static bool FilterShaderPlatform_D3D11(const FString& InShaderPlatform)
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{
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return InShaderPlatform == TEXT("PCD3D_SM5") || InShaderPlatform == TEXT("PCD3D_ES31");
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}
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static bool FilterShaderPlatform_Vulkan(const FString& InShaderPlatform)
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{
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return InShaderPlatform == TEXT("SF_VULKAN_SM5") || InShaderPlatform == TEXT("SF_VULKAN_SM6");
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}
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template<typename TFilterFunc>
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static void AddToShaderFormatList(TArray<FString>& Dest, const TArray<FString>& Source, TFilterFunc FilterFunc)
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{
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for (const FString& ShaderFormat : Source)
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{
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if (FilterFunc(ShaderFormat))
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{
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Dest.AddUnique(ShaderFormat);
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}
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}
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}
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void UWindowsTargetSettings::PostInitProperties()
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{
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Super::PostInitProperties();
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if (!TargetedRHIs_DEPRECATED.IsEmpty())
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{
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AddToShaderFormatList(D3D12TargetedShaderFormats, TargetedRHIs_DEPRECATED, &FilterShaderPlatform_D3D12);
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AddToShaderFormatList(D3D11TargetedShaderFormats, TargetedRHIs_DEPRECATED, &FilterShaderPlatform_D3D11);
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AddToShaderFormatList(VulkanTargetedShaderFormats, TargetedRHIs_DEPRECATED, &FilterShaderPlatform_Vulkan);
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TargetedRHIs_DEPRECATED.Empty();
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}
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}
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