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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
547 lines
17 KiB
C++
547 lines
17 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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IOSTargetPlatform.cpp: Implements the FIOSTargetPlatform class.
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=============================================================================*/
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#include "IOSTargetPlatform.h"
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#include "IProjectManager.h"
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#include "InstalledPlatformInfo.h"
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#include "HAL/FileManager.h"
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#include "Misc/Paths.h"
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#include "Misc/App.h"
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#include "Misc/MonitoredProcess.h"
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#if PLATFORM_WINDOWS
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#include "WindowsHWrapper.h"
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#endif
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#if WITH_ENGINE
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#include "TextureResource.h"
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#endif
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/* FIOSTargetPlatform structors
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*****************************************************************************/
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FIOSTargetPlatform::FIOSTargetPlatform(bool bInIsTVOS)
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: bIsTVOS(bInIsTVOS)
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{
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if (bIsTVOS)
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{
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this->PlatformInfo = PlatformInfo::FindPlatformInfo("TVOS");
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}
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#if WITH_ENGINE
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FConfigCacheIni::LoadLocalIniFile(EngineSettings, TEXT("Engine"), true, *PlatformName());
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TextureLODSettings = nullptr; // TextureLODSettings are registered by the device profile.
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StaticMeshLODSettings.Initialize(EngineSettings);
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#endif // #if WITH_ENGINE
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// Initialize Ticker for device discovery
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TickDelegate = FTickerDelegate::CreateRaw(this, &FIOSTargetPlatform::HandleTicker);
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TickDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickDelegate, 10.0f);
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// initialize the connected device detector
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DeviceHelper.OnDeviceConnected().AddRaw(this, &FIOSTargetPlatform::HandleDeviceConnected);
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DeviceHelper.OnDeviceDisconnected().AddRaw(this, &FIOSTargetPlatform::HandleDeviceDisconnected);
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DeviceHelper.Initialize(bIsTVOS);
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}
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FIOSTargetPlatform::~FIOSTargetPlatform()
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{
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FTicker::GetCoreTicker().RemoveTicker(TickDelegateHandle);
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}
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/* ITargetPlatform interface
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*****************************************************************************/
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void FIOSTargetPlatform::EnableDeviceCheck(bool OnOff)
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{
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FIOSDeviceHelper::EnableDeviceCheck(OnOff);
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}
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void FIOSTargetPlatform::GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const
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{
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OutDevices.Reset();
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for (auto Iter = Devices.CreateConstIterator(); Iter; ++Iter)
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{
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OutDevices.Add(Iter.Value());
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}
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}
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ITargetDevicePtr FIOSTargetPlatform::GetDefaultDevice() const
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{
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if (Devices.Num() > 0)
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{
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// first device is the default
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auto Iter = Devices.CreateConstIterator();
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if(Iter)
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{
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return Iter.Value();
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}
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}
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return NULL;
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}
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ITargetDevicePtr FIOSTargetPlatform::GetDevice( const FTargetDeviceId& DeviceId )
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{
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return Devices.FindRef(DeviceId);
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}
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bool FIOSTargetPlatform::IsSdkInstalled(bool bProjectHasCode, FString& OutTutorialPath) const
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{
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#if PLATFORM_MAC
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OutTutorialPath = FString("Shared/Tutorials/InstallingXCodeTutorial");
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bool biOSSDKInstalled = IFileManager::Get().DirectoryExists(TEXT("/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform"));
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#else
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/InstallingiTunesTutorial.InstallingiTunesTutorial");
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// On windows we check if itunes is installed - Perhaps someday make this its own check instead of piggy packing on the SDK check which will create a unintuitive error message when it fails
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// The logic here is to assume the correct Apple dll does not exist and then check the various locations it could be in, setting this to true when it is found
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// Code is structured for clarity not performance
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// See Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDevice.cs for reference
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bool biOSSDKInstalled = false;
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HKEY hKey;
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TCHAR dllPath[256];
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unsigned long pathSize = 256;
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// Add future version checks here
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// Check for iTunes 12
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if(!biOSSDKInstalled
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&& RegOpenKeyEx(HKEY_LOCAL_MACHINE, TEXT("SOFTWARE\\Wow6432Node\\Apple Inc.\\Apple Mobile Device Support\\Shared"), 0, KEY_READ, &hKey) == ERROR_SUCCESS
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&& RegQueryValueEx(hKey, TEXT("MobileDeviceDLL"), 0, NULL, (BYTE*)dllPath, &pathSize) == ERROR_SUCCESS
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&& IFileManager::Get().FileSize(*FString(dllPath)) != INDEX_NONE)
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{
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biOSSDKInstalled = true;
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}
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// Check for iTunes 11
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if(!biOSSDKInstalled
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&& RegOpenKeyEx(HKEY_LOCAL_MACHINE, TEXT("SOFTWARE\\Wow6432Node\\Apple Inc.\\Apple Mobile Device Support\\Shared"), 0, KEY_READ, &hKey) == ERROR_SUCCESS
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&& RegQueryValueEx(hKey, TEXT("iTunesMobileDeviceDLL"), 0, NULL, (BYTE*)dllPath, &pathSize) == ERROR_SUCCESS
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&& IFileManager::Get().FileSize(*FString(dllPath)) != INDEX_NONE)
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{
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biOSSDKInstalled = true;
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}
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#endif
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return biOSSDKInstalled;
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}
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static FString OutputMessage;
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static void OnOutput(FString Message)
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{
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OutputMessage += Message;
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UE_LOG(LogTemp, Display, TEXT("%s\n"), *Message);
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}
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int32 FIOSTargetPlatform::CheckRequirements(const FString& ProjectPath, bool bProjectHasCode, FString& OutTutorialPath) const
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{
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int32 bReadyToBuild = ETargetPlatformReadyStatus::Ready; // @todo How do we check that the iOS SDK is installed when building from Windows? Is that even possible?
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if (!IsSdkInstalled(bProjectHasCode, OutTutorialPath))
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{
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bReadyToBuild |= ETargetPlatformReadyStatus::SDKNotFound;
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}
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#if PLATFORM_MAC
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OutTutorialPath = FString("/Engine/Tutorial/Installation/InstallingXCodeTutorial.InstallingXCodeTutorial");
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// shell to certtool
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#else
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if (!FInstalledPlatformInfo::Get().IsValidPlatform(GetPlatformInfo().BinaryFolderName, EProjectType::Code))
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{
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if (bProjectHasCode)
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/iOSonPCRestrictions.iOSonPCRestrictions");
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bReadyToBuild |= ETargetPlatformReadyStatus::CodeUnsupported;
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}
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if (IProjectManager::Get().IsNonDefaultPluginEnabled())
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/iOSonPCValidPlugins.iOSonPCValidPlugins");
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bReadyToBuild |= ETargetPlatformReadyStatus::PluginsUnsupported;
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}
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}
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#endif
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// shell to IPP and get the status of the provision and cert
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FString BundleIdentifier;
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GConfig->GetString(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("BundleIdentifier"), BundleIdentifier, GEngineIni);
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BundleIdentifier = BundleIdentifier.Replace(TEXT("[PROJECT_NAME]"), FApp::GetGameName());
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BundleIdentifier = BundleIdentifier.Replace(TEXT("_"), TEXT(""));
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#if PLATFORM_MAC
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FString CmdExe = TEXT("/bin/sh");
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FString ScriptPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles/Mac/RunMono.sh"));
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FString IPPPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
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FString CommandLine = FString::Printf(TEXT("\"%s\" \"%s\" Validate Engine -project \"%s\" -bundlename \"%s\""), *ScriptPath, *IPPPath, *ProjectPath, *(BundleIdentifier));
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#else
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FString CmdExe = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Binaries/DotNet/IOS/IPhonePackager.exe"));
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FString CommandLine = FString::Printf(TEXT("Validate Engine -project \"%s\" -bundlename \"%s\""), *ProjectPath, *(BundleIdentifier));
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FString RemoteServerName;
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GConfig->GetString(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("RemoteServerName"), RemoteServerName, GEngineIni);
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if (RemoteServerName.Len() == 0)
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{
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bReadyToBuild |= ETargetPlatformReadyStatus::RemoveServerNameEmpty;
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}
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#endif
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TSharedPtr<FMonitoredProcess> IPPProcess = MakeShareable(new FMonitoredProcess(CmdExe, CommandLine, true));
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OutputMessage = TEXT("");
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IPPProcess->OnOutput().BindStatic(&OnOutput);
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IPPProcess->Launch();
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while(IPPProcess->IsRunning())
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{
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FPlatformProcess::Sleep(0.01f);
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}
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int RetCode = IPPProcess->GetReturnCode();
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UE_LOG(LogTemp, Display, TEXT("%s"), *OutputMessage);
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if (RetCode == 14)
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/CreatingInfoPlist.CreatingInfoPlist");
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bReadyToBuild |= ETargetPlatformReadyStatus::ManifestNotFound;
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}
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else if (RetCode == 13)
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/CreatingSigningCertAndProvisionTutorial.CreatingSigningCertAndProvisionTutorial");
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bReadyToBuild |= ETargetPlatformReadyStatus::SigningKeyNotFound;
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bReadyToBuild |= ETargetPlatformReadyStatus::ProvisionNotFound;
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}
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else if (RetCode == 12)
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/CreatingSigningCertAndProvisionTutorial.CreatingSigningCertAndProvisionTutorial");
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bReadyToBuild |= ETargetPlatformReadyStatus::SigningKeyNotFound;
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}
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else if (RetCode == 11)
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{
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OutTutorialPath = FString("/Engine/Tutorial/Mobile/CreatingSigningCertAndProvisionTutorial.CreatingSigningCertAndProvisionTutorial");
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bReadyToBuild |= ETargetPlatformReadyStatus::ProvisionNotFound;
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}
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return bReadyToBuild;
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}
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/* FIOSTargetPlatform implementation
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*****************************************************************************/
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void FIOSTargetPlatform::PingNetworkDevices()
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{
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// disabled for now because we find IOS devices from the USB, this is a relic from ULD, but it may be needed in the future
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/* if (!MessageEndpoint.IsValid())
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{
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MessageEndpoint = FMessageEndpoint::Builder("FIOSTargetPlatform")
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.Handling<FIOSLaunchDaemonPong>(this, &FIOSTargetPlatform::HandlePongMessage);
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}
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint->Publish(new FIOSLaunchDaemonPing(), EMessageScope::Network);
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}
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// remove disconnected & timed out devices
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FDateTime Now = FDateTime::UtcNow();
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for (auto DeviceIt = Devices.CreateIterator(); DeviceIt; ++DeviceIt)
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{
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FIOSTargetDevicePtr Device = DeviceIt->Value;
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if (Now > Device->LastPinged + FTimespan::FromSeconds(60.0))
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{
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DeviceIt.RemoveCurrent();
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DeviceLostEvent.Broadcast(Device.ToSharedRef());
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}
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}*/
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}
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/* FIOSTargetPlatform callbacks
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*****************************************************************************/
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void FIOSTargetPlatform::HandlePongMessage( const FIOSLaunchDaemonPong& Message, const IMessageContextRef& Context )
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (!Device.IsValid())
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{
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Device = MakeShareable(new FIOSTargetDevice(*this));
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Device->SetFeature(ETargetDeviceFeatures::Reboot, Message.bCanReboot);
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Device->SetFeature(ETargetDeviceFeatures::PowerOn, Message.bCanPowerOn);
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Device->SetFeature(ETargetDeviceFeatures::PowerOff, Message.bCanPowerOff);
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Device->SetDeviceId(DeviceId);
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Device->SetDeviceName(Message.DeviceName);
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Device->SetDeviceType(Message.DeviceType);
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Device->SetDeviceEndpoint(Context->GetSender());
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Device->SetIsSimulated(Message.DeviceID.Contains(TEXT("Simulator")));
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DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
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}
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Device->LastPinged = FDateTime::UtcNow();
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}
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void FIOSTargetPlatform::HandleDeviceConnected(const FIOSLaunchDaemonPong& Message)
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (!Device.IsValid())
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{
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if ((Message.DeviceType.Contains(TEXT("AppleTV")) && bIsTVOS) || (!Message.DeviceType.Contains(TEXT("AppleTV")) && !bIsTVOS))
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{
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Device = MakeShareable(new FIOSTargetDevice(*this));
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Device->SetFeature(ETargetDeviceFeatures::Reboot, Message.bCanReboot);
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Device->SetFeature(ETargetDeviceFeatures::PowerOn, Message.bCanPowerOn);
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Device->SetFeature(ETargetDeviceFeatures::PowerOff, Message.bCanPowerOff);
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Device->SetDeviceId(DeviceId);
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Device->SetDeviceName(Message.DeviceName);
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Device->SetDeviceType(Message.DeviceType);
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Device->SetIsSimulated(Message.DeviceID.Contains(TEXT("Simulator")));
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DeviceDiscoveredEvent.Broadcast(Device.ToSharedRef());
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}
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else
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{
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return;
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}
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}
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// Add a very long time period to prevent the devices from getting disconnected due to a lack of pong messages
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Device->LastPinged = FDateTime::UtcNow() + FTimespan(100, 0, 0, 0, 0);
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}
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void FIOSTargetPlatform::HandleDeviceDisconnected(const FIOSLaunchDaemonPong& Message)
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{
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FTargetDeviceId DeviceId;
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FTargetDeviceId::Parse(Message.DeviceID, DeviceId);
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FIOSTargetDevicePtr& Device = Devices.FindOrAdd(DeviceId);
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if (Device.IsValid())
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{
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DeviceLostEvent.Broadcast(Device.ToSharedRef());
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Devices.Remove(DeviceId);
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}
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}
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bool FIOSTargetPlatform::HandleTicker(float DeltaTime )
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{
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PingNetworkDevices();
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return true;
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}
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/* ITargetPlatform interface
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*****************************************************************************/
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static bool SupportsES2()
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{
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// default to supporting ES2
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bool bSupportsOpenGLES2 = true;
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GConfig->GetBool(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("bSupportsOpenGLES2"), bSupportsOpenGLES2, GEngineIni);
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return bSupportsOpenGLES2;
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}
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static bool SupportsMetal()
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{
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// default to NOT supporting metal
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bool bSupportsMetal = false;
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GConfig->GetBool(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("bSupportsMetal"), bSupportsMetal, GEngineIni);
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return bSupportsMetal;
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}
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static bool SupportsMetalMRT()
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{
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// default to NOT supporting metal MRT
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bool bSupportsMetalMRT = false;
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GConfig->GetBool(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("bSupportsMetalMRT"), bSupportsMetalMRT, GEngineIni);
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return bSupportsMetalMRT;
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}
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static bool CookPVRTC()
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{
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// default to using PVRTC
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bool bCookPVRTCTextures = true;
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GConfig->GetBool(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("bCookPVRTCTextures"), bCookPVRTCTextures, GEngineIni);
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return bCookPVRTCTextures;
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}
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static bool CookASTC()
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{
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// default to not using ASTC
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bool bCookASTCTextures = true;
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GConfig->GetBool(TEXT("/Script/IOSRuntimeSettings.IOSRuntimeSettings"), TEXT("bCookASTCTextures"), bCookASTCTextures, GEngineIni);
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return bCookASTCTextures;
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}
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bool FIOSTargetPlatform::SupportsFeature( ETargetPlatformFeatures Feature ) const
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{
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switch (Feature)
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{
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case ETargetPlatformFeatures::Packaging:
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return true;
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case ETargetPlatformFeatures::MobileRendering:
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case ETargetPlatformFeatures::LowQualityLightmaps:
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return SupportsES2() || SupportsMetal();
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case ETargetPlatformFeatures::DeferredRendering:
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case ETargetPlatformFeatures::HighQualityLightmaps:
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return SupportsMetalMRT();
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default:
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break;
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}
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return TTargetPlatformBase<FIOSPlatformProperties>::SupportsFeature(Feature);
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}
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#if WITH_ENGINE
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void FIOSTargetPlatform::GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const
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{
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static FName NAME_GLSL_ES2_IOS(TEXT("GLSL_ES2_IOS"));
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static FName NAME_SF_METAL(TEXT("SF_METAL"));
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static FName NAME_SF_METAL_MRT(TEXT("SF_METAL_MRT"));
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if (bIsTVOS)
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{
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if (SupportsMetalMRT())
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{
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OutFormats.AddUnique(NAME_SF_METAL_MRT);
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}
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// because we are currently using IOS settings, we will always use metal, even if Metal isn't listed as being supported
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// however, if MetalMRT is specific and Metal is set to false, then we will just use MetalMRT
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if (SupportsMetal() || !SupportsMetalMRT())
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{
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OutFormats.AddUnique(NAME_SF_METAL);
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}
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}
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else
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{
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if (SupportsES2())
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{
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OutFormats.AddUnique(NAME_GLSL_ES2_IOS);
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}
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if (SupportsMetal())
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{
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OutFormats.AddUnique(NAME_SF_METAL);
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}
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if (SupportsMetalMRT())
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{
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OutFormats.AddUnique(NAME_SF_METAL_MRT);
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}
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}
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}
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void FIOSTargetPlatform::GetAllTargetedShaderFormats( TArray<FName>& OutFormats ) const
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{
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GetAllPossibleShaderFormats(OutFormats);
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}
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void FIOSTargetPlatform::GetTextureFormats( const UTexture* Texture, TArray<FName>& OutFormats ) const
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{
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check(Texture);
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// we remap some of the defaults (with PVRTC and ASTC formats)
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static FName FormatRemap[] =
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{
|
|
// original PVRTC ASTC
|
|
FName(TEXT("DXT1")), FName(TEXT("PVRTC2")), FName(TEXT("ASTC_RGB")),
|
|
FName(TEXT("DXT5")), FName(TEXT("PVRTC4")), FName(TEXT("ASTC_RGBA")),
|
|
FName(TEXT("DXT5n")), FName(TEXT("PVRTCN")), FName(TEXT("ASTC_NormalAG")),
|
|
FName(TEXT("BC5")), FName(TEXT("PVRTCN")), FName(TEXT("ASTC_NormalRG")),
|
|
FName(TEXT("AutoDXT")), FName(TEXT("AutoPVRTC")), FName(TEXT("ASTC_RGBAuto")),
|
|
FName(TEXT("BC4")), FName(TEXT("G8")), FName(TEXT("G8")),
|
|
};
|
|
static FName NameBGRA8(TEXT("BGRA8"));
|
|
static FName NamePOTERROR(TEXT("POTERROR"));
|
|
|
|
FName TextureFormatName = NAME_None;
|
|
|
|
// forward rendering only needs one channel for shadow maps
|
|
if (Texture->LODGroup == TEXTUREGROUP_Shadowmap && !SupportsMetalMRT())
|
|
{
|
|
TextureFormatName = FName(TEXT("G8"));
|
|
}
|
|
|
|
// if we didn't assign anything specially, then use the defaults
|
|
if (TextureFormatName == NAME_None)
|
|
{
|
|
TextureFormatName = GetDefaultTextureFormatName(this, Texture, EngineSettings, false);
|
|
}
|
|
|
|
// perform any remapping away from defaults
|
|
bool bFoundRemap = false;
|
|
bool bIncludePVRTC = !bIsTVOS && CookPVRTC();
|
|
bool bIncludeASTC = bIsTVOS || CookASTC();
|
|
for (int32 RemapIndex = 0; RemapIndex < ARRAY_COUNT(FormatRemap); RemapIndex += 3)
|
|
{
|
|
if (TextureFormatName == FormatRemap[RemapIndex])
|
|
{
|
|
// we found a remapping
|
|
bFoundRemap = true;
|
|
// include the formats we want (use ASTC first so that it is preferred at runtime if they both exist and it's supported)
|
|
if (bIncludeASTC)
|
|
{
|
|
OutFormats.AddUnique(FormatRemap[RemapIndex + 2]);
|
|
}
|
|
if (bIncludePVRTC)
|
|
{
|
|
// handle non-power of 2 textures
|
|
if (!Texture->Source.IsPowerOfTwo())
|
|
{
|
|
// option 1: Uncompress, but users will get very large textures unknowningly
|
|
// OutFormats.AddUnique(NameBGRA8);
|
|
// option 2: Use an "error message" texture so they see it in game
|
|
OutFormats.AddUnique(NamePOTERROR);
|
|
}
|
|
else
|
|
{
|
|
OutFormats.AddUnique(FormatRemap[RemapIndex + 1]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we didn't already remap above, add it now
|
|
if (!bFoundRemap)
|
|
{
|
|
OutFormats.Add(TextureFormatName);
|
|
}
|
|
}
|
|
|
|
|
|
const UTextureLODSettings& FIOSTargetPlatform::GetTextureLODSettings() const
|
|
{
|
|
return *TextureLODSettings;
|
|
}
|
|
|
|
|
|
FName FIOSTargetPlatform::GetWaveFormat( const class USoundWave* Wave ) const
|
|
{
|
|
static FName NAME_ADPCM(TEXT("ADPCM"));
|
|
return NAME_ADPCM;
|
|
}
|
|
|
|
#endif // WITH_ENGINE
|
|
|