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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]
151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AutomationScreenshotOptions.generated.h"
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UENUM()
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enum class EComparisonTolerance : uint8
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{
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Zero,
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Low,
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Medium,
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High,
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Custom
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};
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USTRUCT()
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struct FComparisonToleranceAmount
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{
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GENERATED_BODY()
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public:
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FComparisonToleranceAmount()
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: Red(0)
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, Green(0)
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, Blue(0)
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, Alpha(0)
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, MinBrightness(0)
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, MaxBrightness(255)
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{
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}
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FComparisonToleranceAmount(uint8 R, uint8 G, uint8 B, uint8 A, uint8 InMinBrightness, uint8 InMaxBrightness)
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: Red(R)
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, Green(G)
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, Blue(B)
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, Alpha(A)
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, MinBrightness(InMinBrightness)
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, MaxBrightness(InMaxBrightness)
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{
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}
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public:
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Red;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Green;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Blue;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 Alpha;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MinBrightness;
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UPROPERTY(EditAnywhere, Category="Tolerance")
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uint8 MaxBrightness;
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};
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USTRUCT(BlueprintType)
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struct FAutomationScreenshotOptions
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{
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GENERATED_BODY()
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public:
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FAutomationScreenshotOptions();
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/**
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* The desired resolution of the screenshot, if none is provided, it will use the default for the
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* platform setup in the automation settings.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FVector2D Resolution;
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/**
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* The delay before we take the screenshot.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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float Delay;
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/**
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*
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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bool bDisableNoisyRenderingFeatures;
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/**
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* Allows you to screenshot a buffer other than the default final lit scene image. Useful if you're
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* trying to build a test for a specific GBuffer, that may be harder to tell if errors are introduced
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* in it.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Screenshot")
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FName VisualizeBuffer;
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/**
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* These are quick defaults for tolerance levels, we default to low, because generally there's some
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* constant variability in every pixel's color introduced by TxAA.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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EComparisonTolerance Tolerance;
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/**
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* For each channel and brightness levels you can control a region where the colors are found to be
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* essentially the same. Generally this is necessary as modern rendering techniques tend to introduce
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* noise constantly to hide aliasing.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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FComparisonToleranceAmount ToleranceAmount;
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/**
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* After you've accounted for color tolerance changes, you now need to control for local acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels. Unlike the MaximumGlobalError, the MaximumLocalError works by focusing
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* on a smaller subset of the image. These chunks will have be compared to the local error, in an attempt
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* to locate hot spots of change that are important, that would be ignored by the global error.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumLocalError;
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/**
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* After you've accounted for color tolerance changes, you now need to control for total acceptable error.
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* Which depending on how pixels were colored on triangle edges may be a few percent of the image being
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* outside the tolerance levels.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", meta=( ClampMin = 0, ClampMax = 1, UIMin = 0, UIMax = 1 ))
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float MaximumGlobalError;
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/**
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* If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, is
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* that the pixel shifted a little.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison")
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bool bIgnoreAntiAliasing;
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/**
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* If this is true, all we compare is luminance of the scene.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Comparison", AdvancedDisplay)
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bool bIgnoreColors;
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public:
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void SetToleranceAmounts(EComparisonTolerance InTolerance);
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};
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