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Editor, Engine, CoreUObject etc will have their own separate utility headers for tests that rely on respective special modules. Replace platform names in catch2 code. LLT all tests run preflight: 621e3c91f1206ae3ea5b0a66 #preflight 621e3c8bf1206ae3ea5b0872 #rb Jerome.Delattre [CL 19202751 by chris constantinescu in ue5-main branch]
84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#if WITH_EDITOR
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#include "TestCommon/EditorUtilities.h"
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void InitEditorThreadPools()
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{
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int32 NumThreadsInLargeThreadPool = FMath::Max(FPlatformMisc::NumberOfCoresIncludingHyperthreads() - 2, 2);
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int32 NumThreadsInThreadPool = FPlatformMisc::NumberOfWorkerThreadsToSpawn();
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// when we are in the editor we like to do things like build lighting and such
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// this thread pool can be used for those purposes
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extern CORE_API int32 GUseNewTaskBackend;
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if (!GUseNewTaskBackend)
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{
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GLargeThreadPool = FQueuedThreadPool::Allocate();
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}
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else
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{
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GLargeThreadPool = new FQueuedLowLevelThreadPool();
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}
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constexpr int32 StackSize = 128 * 1024;
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// 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.
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verify(GLargeThreadPool->Create(NumThreadsInLargeThreadPool, StackSize, TPri_BelowNormal, TEXT("LargeThreadPool")));
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// GThreadPool will schedule on the LargeThreadPool but limit max concurrency to the given number.
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GThreadPool = new FQueuedThreadPoolWrapper(GLargeThreadPool, NumThreadsInThreadPool);
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}
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void InitDerivedDataCache()
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{
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#if WITH_EDITORONLY_DATA && defined(DERIVEDDATACACHE_API)
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if (!FPlatformProperties::RequiresCookedData())
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{
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// Ensure that DDC is initialized from the game thread.
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UE::DerivedData::GetBuild();
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UE::DerivedData::GetCache();
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GetDerivedDataCacheRef();
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}
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#endif // WITH_EDITORONLY_DATA && defined(DERIVEDDATACACHE_API)
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}
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void InitForWithEditorOnlyData()
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{
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#if WITH_COREUOBJECT
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//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)
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// It has to be intialized after the AssetRegistryModule; the editor implementations of PackageResourceManager relies on it
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IPackageResourceManager::Initialize();
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#endif // WITH_COREUOBJECT
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#if WITH_EDITOR
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// Initialize the BulkDataRegistry, which registers BulkData structs loaded from Packages for later building. It uses the same lifetime as IPackageResourceManager
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IBulkDataRegistry::Initialize();
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#endif // WITH_EDITOR
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}
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void InitEditor()
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{
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#if WITH_EDITOR
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FModuleManager::Get().LoadModuleChecked("UnrealEd");
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GIsEditor = true;
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GEngine = GEditor = NewObject<UEditorEngine>(GetTransientPackage(), UEditorEngine::StaticClass());
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GEngine->ParseCommandline();
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GEditor->InitEditor(&GEngineLoop);
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#endif // #if WITH_EDITOR
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}
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void InitSlate()
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{
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FSlateApplication::Create();
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TSharedPtr<FSlateRenderer> SlateRenderer = FModuleManager::Get().LoadModuleChecked<ISlateNullRendererModule>("SlateNullRenderer").CreateSlateNullRenderer();
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TSharedRef<FSlateRenderer> SlateRendererSharedRef = SlateRenderer.ToSharedRef();
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// If Slate is being used, initialize the renderer after RHIInit
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FSlateApplication& CurrentSlateApp = FSlateApplication::Get();
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CurrentSlateApp.InitializeRenderer(SlateRendererSharedRef);
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}
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#endif
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