Files
UnrealEngineUWP/Engine/Source/Developer/LowLevelTestsRunner/Private/TestCommon/Initialization.cpp
chris constantinescu ae281656f2 Tests converted from 18848115 made to work multi-platform.
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]
2022-03-24 13:28:25 -04:00

66 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TestCommon/Initialization.h"
#include "TestCommon/ApplicationCoreUtilities.h"
#include "TestCommon/CoreUtilities.h"
#include "TestCommon/CoreUObjectUtilities.h"
#include "TestCommon/EditorUtilities.h"
#include "TestCommon/EngineUtilities.h"
void InitAllThreadPoolsEditorEx(bool MultiThreaded)
{
#if WITH_EDITOR
InitEditorThreadPools();
#endif // WITH_EDITOR
InitAllThreadPools(MultiThreaded);
}
void InitOutputDevicesEx()
{
#if WITH_APPLICATION_CORE
InitOutputDevicesAppCore();
#else
InitOutputDevices();
#endif
}
void InitStats()
{
#if STATS
FThreadStats::StartThread();
#endif // #if STATS
}
void InitAll(bool bAllowLogging, bool bMultithreaded)
{
InitCommandLine(bAllowLogging);
InitAllThreadPools(bMultithreaded);
#if WITH_ENGINE
InitAsyncQueues();
#endif // WITH_ENGINE
InitTaskGraph();
InitOutputDevices();
#if WITH_ENGINE
InitRendering();
#endif // WITH_ENGINE
#if WITH_EDITOR
InitDerivedDataCache();
InitSlate();
InitForWithEditorOnlyData();
InitEditor();
#endif // WITH_EDITOR
#if WITH_COREUOBJECT
InitCoreUObject();
#endif
}
void CleanupAll()
{
#if WITH_COREUOBJECT
CleanupCoreUObject();
#endif
CleanupAllThreadPools();
CleanupTaskGraph();
}