Files
UnrealEngineUWP/Engine/Source/Developer/LowLevelTestsRunner/Private/TestCommon/EngineUtilities.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

39 lines
819 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_ENGINE
#include "TestCommon/EngineUtilities.h"
#include "CoreMinimal.h"
#include "DistanceFieldAtlas.h"
#include "MeshCardRepresentation.h"
#include "RenderUtils.h"
#include "ShaderParameterMetadata.h"
void InitAsyncQueues()
{
check(!GDistanceFieldAsyncQueue);
GDistanceFieldAsyncQueue = new FDistanceFieldAsyncQueue();
check(!GCardRepresentationAsyncQueue);
GCardRepresentationAsyncQueue = new FCardRepresentationAsyncQueue();
}
void InitRendering()
{
FShaderParametersMetadata::InitializeAllUniformBufferStructs();
{
// Initialize the RHI.
const bool bHasEditorToken = false;
RHIInit(bHasEditorToken);
}
{
// One-time initialization of global variables based on engine configuration.
RenderUtilsInit();
}
}
#endif // WITH_ENGINE