Files
UnrealEngineUWP/Engine/Source/Developer/LowLevelTestsRunner/Private/TestCommon/EditorUtilities.cpp
Devin Doucette 3d6eadfbd6 LowLevelTests: Removed unnecessary public includes of DDC
#preflight 63920182cf0e31f7279e4644
#rb Zousar.Shaker
#rnx

[CL 23446983 by Devin Doucette in ue5-main branch]
2022-12-08 10:46:59 -05:00

93 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_EDITOR
#include "Misc/QueuedThreadPool.h"
#if WITH_COREUOBJECT
#include "UObject/PackageResourceManager.h"
#endif
#ifdef DERIVEDDATACACHE_API
#include "DerivedDataBuild.h"
#include "DerivedDataCache.h"
#endif
void InitEditorThreadPools()
{
int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
// when we are in the editor we like to do things like build lighting and such
// this thread pool can be used for those purposes
extern CORE_API int32 GUseNewTaskBackend;
if (!GUseNewTaskBackend)
{
GLargeThreadPool = FQueuedThreadPool::Allocate();
}
else
{
GLargeThreadPool = new FQueuedLowLevelThreadPool();
}
constexpr int32 StackSize = 128 * 1024;
// TaskGraph has it's HP threads slightly below normal, we want to be below the taskgraph HP threads to avoid interfering with the game-thread.
verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, StackSize, TPri_BelowNormal, TEXT("LargeThreadPool")));
// GThreadPool will schedule on the LargeThreadPool but limit max concurrency to the given number.
GThreadPool = new FQueuedThreadPoolWrapper(GLargeThreadPool, NumThreadsInThreadPool);
}
void InitDerivedDataCache()
{
#if WITH_EDITORONLY_DATA && defined(DERIVEDDATACACHE_API)
if (!FPlatformProperties::RequiresCookedData())
{
// Ensure that DDC is initialized from the game thread.
UE::DerivedData::GetCache();
UE::DerivedData::GetBuild();
GetDerivedDataCacheRef();
}
#endif // WITH_EDITORONLY_DATA && defined(DERIVEDDATACACHE_API)
}
void InitForWithEditorOnlyData()
{
#if WITH_COREUOBJECT
//Initialize the PackageResourceManager, which is needed to load any (non-script) Packages. It is first used in ProcessNewlyLoadedObjects (due to the loading of asset references in Class Default Objects)
// It has to be intialized after the AssetRegistryModule; the editor implementations of PackageResourceManager relies on it
IPackageResourceManager::Initialize();
#endif // WITH_COREUOBJECT
#if WITH_EDITOR
// Initialize the BulkDataRegistry, which registers BulkData structs loaded from Packages for later building. It uses the same lifetime as IPackageResourceManager
IBulkDataRegistry::Initialize();
#endif // WITH_EDITOR
}
void InitEditor()
{
#if WITH_EDITOR
FModuleManager::Get().LoadModuleChecked("UnrealEd");
GIsEditor = true;
GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), UEditorEngine::StaticClass());
GEngine->ParseCommandline();
GEditor->InitEditor(&GEngineLoop);
#endif // #if WITH_EDITOR
}
void InitSlate()
{
FSlateApplication::Create();
TSharedPtr<FSlateRenderer> SlateRenderer = FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer();
TSharedRef<FSlateRenderer> SlateRendererSharedRef = SlateRenderer.ToSharedRef();
// If Slate is being used, initialize the renderer after RHIInit
FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
CurrentSlateApp.InitializeRenderer(SlateRendererSharedRef);
}
#endif // WITH_EDITOR