Files
UnrealEngineUWP/Engine/Source/Developer/Windows/WindowsTargetPlatform/Private/GenericWindowsTargetPlatform.h
Yuriy ODonnell e741d25317 Add CVar r.RayTracing.RequireSM6 (default=0) to explicitly control when ray tracing shaders/features should be available, instead of relying on project target platform shader model settings. This is required because target platform settings are not available when running a packaged game.
The engine uses GRayTracingPlaformMask to compute ShouldCompilePermutation() for shaders. This is filled based on platform settings and capabilities when running the editor. When running a standalone game, the mask is filled purely based on whether ray tracing is enabled for the project (r.RayTracing) and the current runtime environment supports it (GRHISupportsRayTracing).

The new CVar is meant to be consistent between the cook time and run time. This is achieved by setting GRHISupportsRayTracing=false when running on SM5 if r.RayTracing.RequireSM6 is 1.

#rb christopher.waters
#preflight 631f8c8680642a7fa783ca18
#jira UE-163012

[CL 21971785 by Yuriy ODonnell in ue5-main branch]
2022-09-12 16:27:08 -04:00

410 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Common/TargetPlatformBase.h"
#include "Misc/ConfigCacheIni.h"
#include "AnalyticsEventAttribute.h"
#if PLATFORM_WINDOWS
#include "LocalPcTargetDevice.h"
#endif
#include "Serialization/MemoryLayout.h"
#include "SteamDeck/SteamDeckDevice.h"
#if WITH_ENGINE
#include "Sound/SoundWave.h"
#include "TextureResource.h"
#include "Engine/VolumeTexture.h"
#include "StaticMeshResources.h"
#include "RHI.h"
#include "AudioCompressionSettings.h"
#endif // WITH_ENGINE
#include "Windows/WindowsPlatformProperties.h"
#include "HAL/IConsoleManager.h"
#define LOCTEXT_NAMESPACE "TGenericWindowsTargetPlatform"
/**
* Template for Windows target platforms
*/
#if PLATFORM_WINDOWS
template<typename TProperties, typename TTargetDevice = TLocalPcTargetDevice<PLATFORM_64BITS>>
#else
template<typename TProperties>
#endif
class TGenericWindowsTargetPlatform : public TTargetPlatformBase<TProperties>
{
public:
typedef TTargetPlatformBase<TProperties> TSuper;
/**
* Default constructor.
*/
TGenericWindowsTargetPlatform( )
{
#if PLATFORM_WINDOWS
// only add local device if actually running on Windows
LocalDevice = MakeShareable(new TTargetDevice(*this));
// quick solution to not having WinGDK steamdeck devices
if (this->PlatformName().StartsWith(TEXT("Windows")))
{
// Check if we have any SteamDeck devices around
SteamDevices = TSteamDeckDevice<TLocalPcTargetDevice<true>>::DiscoverDevices(*this, TEXT("Proton"));
}
#endif
#if WITH_ENGINE
TextureLODSettings = nullptr; // These are registered by the device profile system.
StaticMeshLODSettings.Initialize(this);
// Get the Target RHIs for this platform, we do not always want all those that are supported.
TArray<FName> TargetedShaderFormats;
TGenericWindowsTargetPlatform::GetAllTargetedShaderFormats(TargetedShaderFormats);
static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
static FName NAME_SF_VULKAN_ES31(TEXT("SF_VULKAN_ES31"));
static FName NAME_OPENGL_150_ES3_1(TEXT("GLSL_150_ES31"));
// If we are targeting ES3.1, we also must cook encoded HDR reflection captures
bRequiresEncodedHDRReflectionCaptures = TargetedShaderFormats.Contains(NAME_SF_VULKAN_ES31)
|| TargetedShaderFormats.Contains(NAME_OPENGL_150_ES3_1)
|| TargetedShaderFormats.Contains(NAME_PCD3D_ES3_1);
#endif
}
public:
//~ Begin ITargetPlatform Interface
virtual void EnableDeviceCheck(bool OnOff) override {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
{
OutDevices.Reset();
if (LocalDevice.IsValid())
{
OutDevices.Add(LocalDevice);
}
for (const ITargetDevicePtr& SteamDeck : SteamDevices)
{
if (SteamDeck.IsValid())
{
OutDevices.Add(SteamDeck);
}
}
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& PakchunkMap, const TSet<int32>& PakchunkIndicesInUse) const override
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const override
{
if (LocalDevice.IsValid())
{
return LocalDevice;
}
return nullptr;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
for (const ITargetDevicePtr& SteamDeck : SteamDevices)
{
if (SteamDeck.IsValid() && DeviceId == SteamDeck->GetId())
{
return SteamDeck;
}
}
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 && TProperties::HasEditorOnlyData();
}
virtual void GetShaderCompilerDependencies(TArray<FString>& OutDependencies) const override
{
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/Windows/DirectX/x64/d3dcompiler_47.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/ShaderConductor.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/dxcompiler.dll"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Win64/dxil.dll"));
}
virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
{
// we currently do not have a build target for WindowsServer
if (Feature == ETargetPlatformFeatures::Packaging)
{
return (TProperties::HasEditorOnlyData() || !TProperties::IsServerOnly());
}
if ( Feature == ETargetPlatformFeatures::ShouldSplitPaksIntoSmallerSizes )
{
return TProperties::IsClientOnly();
}
if (Feature == ETargetPlatformFeatures::MobileRendering)
{
static bool bCachedSupportsMobileRendering = false;
#if WITH_ENGINE
static bool bHasCachedValue = false;
if (!bHasCachedValue)
{
TArray<FName> TargetedShaderFormats;
GetAllTargetedShaderFormats(TargetedShaderFormats);
for (const FName& Format : TargetedShaderFormats)
{
if (IsMobilePlatform(ShaderFormatToLegacyShaderPlatform(Format)))
{
bCachedSupportsMobileRendering = true;
break;
}
}
bHasCachedValue = true;
}
#endif
return bCachedSupportsMobileRendering;
}
return TSuper::SupportsFeature(Feature);
}
virtual void GetBuildProjectSettingKeys(FString& OutSection, TArray<FString>& InBoolKeys, TArray<FString>& InIntKeys, TArray<FString>& InStringKeys) const override
{
OutSection = TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings");
InStringKeys.Add(TEXT("MinimumOSVersion"));
}
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
{
// no shaders needed for dedicated server target
if (!TProperties::IsServerOnly())
{
static FName NAME_PCD3D_SM6(TEXT("PCD3D_SM6"));
static FName NAME_PCD3D_SM5(TEXT("PCD3D_SM5"));
static FName NAME_VULKAN_ES31(TEXT("SF_VULKAN_ES31"));
static FName NAME_OPENGL_150_ES3_1(TEXT("GLSL_150_ES31"));
static FName NAME_VULKAN_SM5(TEXT("SF_VULKAN_SM5"));
static FName NAME_PCD3D_ES3_1(TEXT("PCD3D_ES31"));
OutFormats.AddUnique(NAME_PCD3D_SM5);
OutFormats.AddUnique(NAME_PCD3D_SM6);
OutFormats.AddUnique(NAME_VULKAN_ES31);
OutFormats.AddUnique(NAME_OPENGL_150_ES3_1);
OutFormats.AddUnique(NAME_VULKAN_SM5);
OutFormats.AddUnique(NAME_PCD3D_ES3_1);
}
}
void GetAllTargetedShaderFormatsInternal(TArrayView<TCHAR const*> RelevantSettings, TArray<FName>& OutFormats) const
{
TArray<FString> TargetedShaderFormats;
for (const TCHAR* Name : RelevantSettings)
{
TArray<FString> NewTargetedShaderFormats;
GConfig->GetArray(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), Name, NewTargetedShaderFormats, GEngineIni);
for (const FString& NewShaderFormat : NewTargetedShaderFormats)
{
TargetedShaderFormats.AddUnique(NewShaderFormat);
}
}
// Gather the list of Target RHIs and filter out any that may be invalid.
TArray<FName> 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);
}
}
for(const FString& ShaderFormat : TargetedShaderFormats)
{
OutFormats.AddUnique(FName(*ShaderFormat));
}
}
virtual void GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const override
{
// Get the Target RHIs for this platform, we do not always want all those that are supported. (reload in case user changed in the editor)
TCHAR const* RelevantSettings[] =
{
TEXT("TargetedRHIs"),
TEXT("D3D12TargetedShaderFormats"),
TEXT("D3D11TargetedShaderFormats"),
TEXT("VulkanTargetedShaderFormats")
};
GetAllTargetedShaderFormatsInternal(RelevantSettings, OutFormats);
}
virtual void GetRayTracingShaderFormats( TArray<FName>& OutFormats ) const override
{
if (UsesRayTracing())
{
TCHAR const* RelevantSettings[] =
{
TEXT("VulkanTargetedShaderFormats")
};
GetAllTargetedShaderFormatsInternal(RelevantSettings, OutFormats);
// We always support ray tracing shaders when cooking for D3D12 SM6, however we may skip them for SM5 based on project settings.
OutFormats.AddUnique(FName(TEXT("PCD3D_SM6")));
static IConsoleVariable* RequireSM6CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing.RequireSM6"));
const bool bRequireSM6 = RequireSM6CVar && RequireSM6CVar->GetBool();
if (!bRequireSM6)
{
OutFormats.AddUnique(FName(TEXT("PCD3D_SM5")));
}
}
}
virtual void GetPlatformSpecificProjectAnalytics( TArray<FAnalyticsEventAttribute>& AnalyticsParamArray ) const override
{
TSuper::GetPlatformSpecificProjectAnalytics(AnalyticsParamArray);
AppendAnalyticsEventAttributeArray(AnalyticsParamArray,
TEXT("UsesRayTracing"), UsesRayTracing()
);
TSuper::AppendAnalyticsEventConfigString(AnalyticsParamArray, TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("DefaultGraphicsRHI"), GEngineIni);
TSuper::AppendAnalyticsEventConfigArray(AnalyticsParamArray, TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("D3D12TargetedShaderFormats"), GEngineIni);
TSuper::AppendAnalyticsEventConfigArray(AnalyticsParamArray, TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("D3D11TargetedShaderFormats"), GEngineIni);
TSuper::AppendAnalyticsEventConfigArray(AnalyticsParamArray, TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("VulkanTargetedShaderFormats"), GEngineIni);
TSuper::AppendAnalyticsEventConfigArray(AnalyticsParamArray, TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("TargetedRHIs"), GEngineIni, TEXT("TargetedRHIs_Deprecated") );
}
#if WITH_ENGINE
virtual void GetReflectionCaptureFormats(TArray<FName>& OutFormats) const override
{
if (bRequiresEncodedHDRReflectionCaptures)
{
OutFormats.Add(FName(TEXT("EncodedHDR")));
}
OutFormats.Add(FName(TEXT("FullHDR")));
}
virtual void GetShaderFormatModuleHints(TArray<FName>& OutModuleNames) const override
{
OutModuleNames.Add(TEXT("ShaderFormatD3D"));
OutModuleNames.Add(TEXT("ShaderFormatOpenGL"));
OutModuleNames.Add(TEXT("VulkanShaderFormat"));
}
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* InTexture, TArray< TArray<FName> >& OutFormats) const override
{
if (!TProperties::IsServerOnly())
{
GetDefaultTextureFormatNamePerLayer(OutFormats.AddDefaulted_GetRef(), this, InTexture, true, 4, true);
}
}
virtual void GetAllTextureFormats(TArray<FName>& OutFormats) const override
{
if (!TProperties::IsServerOnly())
{
GetAllDefaultTextureFormats(this, OutFormats);
}
}
virtual const UTextureLODSettings& GetTextureLODSettings() const override
{
return *TextureLODSettings;
}
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
{
TextureLODSettings = InTextureLODSettings;
}
#endif //WITH_ENGINE
virtual bool SupportsVariants() const override
{
return true;
}
virtual float GetVariantPriority() const override
{
return TProperties::GetVariantPriority();
}
virtual bool UsesDistanceFields() const override
{
bool bEnableDistanceFields = false;
GConfig->GetBool(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("bEnableDistanceFields"), bEnableDistanceFields, GEngineIni);
return bEnableDistanceFields && TSuper::UsesDistanceFields();
}
virtual bool UsesRayTracing() const override
{
bool bEnableRayTracing = false;
GConfig->GetBool(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("bEnableRayTracing"), bEnableRayTracing, GEngineIni);
return bEnableRayTracing && TSuper::UsesRayTracing();
}
//~ End ITargetPlatform Interface
private:
// Holds the local device.
ITargetDevicePtr LocalDevice;
TArray<ITargetDevicePtr> SteamDevices;
#if WITH_ENGINE
// Holds the texture LOD settings.
const UTextureLODSettings* TextureLODSettings;
// Holds static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
// True if the project requires encoded HDR reflection captures
bool bRequiresEncodedHDRReflectionCaptures;
#endif // WITH_ENGINE
};
#undef LOCTEXT_NAMESPACE