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Not all were converted because they were designed for packaged applications whereas low level tests are designed to run as "native" non-packaged applications. - reporting support for non-desktop platforms, for the moment Catch2 report type "console" is used that is sent to a .out file - most number of tests possible running multi platform, slower tests excluded on incremental builds - slow tests are moved to run on the monolithic build - Catch2 report failure event listener such that Horde detects them as build errors. Must add new Horde matcher for Catch2 failures #rb Mark.Lintott #preflight 623c8de389625f0612dabd64 [CL 19498448 by chris constantinescu in ue5-main branch]
39 lines
819 B
C++
39 lines
819 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#if WITH_ENGINE
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#include "TestCommon/EngineUtilities.h"
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#include "CoreMinimal.h"
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#include "DistanceFieldAtlas.h"
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#include "MeshCardRepresentation.h"
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#include "RenderUtils.h"
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#include "ShaderParameterMetadata.h"
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void InitAsyncQueues()
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{
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check(!GDistanceFieldAsyncQueue);
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GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
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check(!GCardRepresentationAsyncQueue);
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GCardRepresentationAsyncQueue = new FCardRepresentationAsyncQueue();
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}
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void InitRendering()
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{
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FShaderParametersMetadata::InitializeAllUniformBufferStructs();
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{
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// Initialize the RHI.
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const bool bHasEditorToken = false;
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RHIInit(bHasEditorToken);
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}
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{
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// One-time initialization of global variables based on engine configuration.
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RenderUtilsInit();
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}
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}
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#endif // WITH_ENGINE
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