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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]
138 lines
4.0 KiB
C++
138 lines
4.0 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Modules/ModuleManager.h"
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#include "Fonts/FontTypes.h"
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#include "Fonts/FontCache.h"
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#include "Rendering/RenderingCommon.h"
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#include "Rendering/DrawElements.h"
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#include "Rendering/SlateRenderer.h"
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#include "Interfaces/ISlate3DRenderer.h"
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#include "Interfaces/ISlateRHIRendererModule.h"
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#include "SlateRHIFontTexture.h"
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#include "SlateRHIResourceManager.h"
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#include "SlateRHIRenderer.h"
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#include "Slate3DRenderer.h"
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#include "SlateUpdatableBuffer.h"
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class FSlateRHIFontAtlasFactory : public ISlateFontAtlasFactory
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{
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public:
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FSlateRHIFontAtlasFactory()
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{
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if (GIsEditor)
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{
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AtlasSize = 2048;
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}
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else
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{
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AtlasSize = 1024;
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if (GConfig)
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{
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GConfig->GetInt(TEXT("SlateRenderer"), TEXT("FontAtlasSize"), AtlasSize, GEngineIni);
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AtlasSize = FMath::Clamp(AtlasSize, 0, 2048);
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}
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}
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}
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virtual ~FSlateRHIFontAtlasFactory()
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{
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}
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virtual FIntPoint GetAtlasSize() const override
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{
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return FIntPoint(AtlasSize, AtlasSize);
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}
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virtual TSharedRef<FSlateFontAtlas> CreateFontAtlas() const override
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{
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return MakeShareable(new FSlateFontAtlasRHI(AtlasSize, AtlasSize));
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}
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virtual TSharedPtr<ISlateFontTexture> CreateNonAtlasedTexture(const uint32 InWidth, const uint32 InHeight, const TArray<uint8>& InRawData) const override
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{
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if (GIsEditor)
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{
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const uint32 MaxFontTextureDimension = FMath::Min(AtlasSize * 4u, GetMax2DTextureDimension()); // Don't allow textures greater than 4x our atlas size, but still honor the platform limit
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if (InWidth <= MaxFontTextureDimension && InHeight <= MaxFontTextureDimension)
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{
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return MakeShareable(new FSlateFontTextureRHI(InWidth, InHeight, InRawData));
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}
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}
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return nullptr;
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}
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private:
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/** Size of each font texture, width and height */
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int32 AtlasSize;
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};
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/**
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* Implements the Slate RHI Renderer module.
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*/
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class FSlateRHIRendererModule
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: public ISlateRHIRendererModule
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{
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public:
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// ISlateRHIRendererModule interface
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virtual TSharedRef<FSlateRenderer> CreateSlateRHIRenderer( ) override
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{
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ConditionalCreateResources();
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return MakeShareable( new FSlateRHIRenderer( SlateFontServices.ToSharedRef(), ResourceManager.ToSharedRef() ) );
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}
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virtual TSharedRef<ISlate3DRenderer, ESPMode::ThreadSafe> CreateSlate3DRenderer(bool bUseGammaCorrection) override
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{
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ConditionalCreateResources();
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return MakeShareable(new FSlate3DRenderer(SlateFontServices.ToSharedRef(), ResourceManager.ToSharedRef(), bUseGammaCorrection), [=] (FSlate3DRenderer* Renderer) {
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Renderer->Cleanup();
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});
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}
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virtual TSharedRef<ISlateFontAtlasFactory> CreateSlateFontAtlasFactory() override
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{
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return MakeShareable(new FSlateRHIFontAtlasFactory);
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}
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virtual TSharedRef<ISlateUpdatableInstanceBuffer> CreateInstanceBuffer( int32 InitialInstanceCount ) override
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{
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return MakeShareable( new FSlateUpdatableInstanceBuffer(InitialInstanceCount) );
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}
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virtual void StartupModule( ) override { }
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virtual void ShutdownModule( ) override { }
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private:
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/** Creates resource managers if they do not exist */
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void ConditionalCreateResources()
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{
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if( !ResourceManager.IsValid() )
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{
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ResourceManager = MakeShareable( new FSlateRHIResourceManager );
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FSlateDataPayload::ResourceManager = ResourceManager.Get();
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}
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if( !SlateFontServices.IsValid() )
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{
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const TSharedRef<FSlateFontCache> GameThreadFontCache = MakeShareable(new FSlateFontCache(MakeShareable(new FSlateRHIFontAtlasFactory)));
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const TSharedRef<FSlateFontCache> RenderThreadFontCache = MakeShareable(new FSlateFontCache(MakeShareable(new FSlateRHIFontAtlasFactory)));
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SlateFontServices = MakeShareable(new FSlateFontServices(GameThreadFontCache, RenderThreadFontCache));
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}
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}
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private:
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/** Resource manager used for all renderers */
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TSharedPtr<FSlateRHIResourceManager> ResourceManager;
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/** Font services used for all renderers */
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TSharedPtr<FSlateFontServices> SlateFontServices;
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};
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IMPLEMENT_MODULE( FSlateRHIRendererModule, SlateRHIRenderer )
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