Files
UnrealEngineUWP/Engine/Source/Developer/Mac/MacTargetPlatform/Classes/MacTargetSettings.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

115 lines
5.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MacTargetSettings.h: Declares the UMacTargetSettings class.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "MacTargetSettings.generated.h"
UENUM()
enum class EMacMetalShaderStandard : uint8
{
/** Metal Shaders, supporting multiple viewports, Compatible With macOS 10.13.0 or later (std=osx-metal2.0) */
MacMetalSLStandard_2_0 = 3 UMETA(DisplayName="Metal v2.0 (10.13.0+)"),
/** Metal Shaders, supporting indirect command buffers, Compatible With macOS 10.14.0 or later (std=osx-metal2.1) */
MacMetalSLStandard_2_1 = 4 UMETA(DisplayName="Metal v2.1 (10.14.0+)"),
};
/**
* Implements the settings for the Mac target platform.
*/
UCLASS(config=Engine, defaultconfig)
class MACTARGETPLATFORM_API UMacTargetSettings
: public UObject
{
public:
GENERATED_UCLASS_BODY()
/**
* The collection of RHI's we want to support on this platform.
* This is not always the full list of RHI we can support.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering)
TArray<FString> TargetedRHIs;
/**
* The maximum supported Metal shader langauge version.
* This defines what features may be used and OS versions supported.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Max. Metal Shader Standard To Target", ConfigRestartRequired = true))
uint8 MaxShaderLanguageVersion;
/**
* Whether to use the Metal shading language's "fast" intrinsics.
* Fast intrinsics assume that no NaN or INF value will be provided as input,
* so are more efficient. However, they will produce undefined results if NaN/INF
* is present in the argument/s. By default fast-instrinics are disabled so Metal correctly handles NaN/INF arguments.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Use Fast-Math intrinsics", ConfigRestartRequired = true))
bool UseFastIntrinsics;
/**
* Whether to force Metal shaders to use 32bit floating point precision even when the shader uses half floats.
* Half floats are much more efficient when they are availble but have less accuracy over large ranges,
* as such some projects may need to use 32bit floats to ensure correct rendering.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Force 32bit Floating Point Precision", ConfigRestartRequired = true))
bool ForceFloats;
/**
* Whether to use of Metal shader-compiler's -ffast-math optimisations.
* Fast-Math performs algebraic-equivalent & reassociative optimisations not permitted by the floating point arithmetic standard (IEEE-754).
* These can improve shader performance at some cost to precision and can lead to NaN/INF propagation as they rely on
* shader inputs or variables not containing NaN/INF values. By default fast-math is enabled for performance.
*/
UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Enable Fast-Math optimisations", ConfigRestartRequired = true))
bool EnableMathOptimisations;
/** Whether to compile shaders using a tier Indirect Argument Buffers. */
UPROPERTY(config, EditAnywhere, Category = Rendering, Meta = (DisplayName = "Tier of Indirect Argument Buffers to use when compiling shaders", ConfigRestartRequired = true))
int32 IndirectArgumentTier;
/** Sample rate to run the audio mixer with. */
UPROPERTY(config, EditAnywhere, Category = "Audio", Meta = (DisplayName = "Audio Mixer Sample Rate"))
int32 AudioSampleRate;
/** The amount of audio to compute each callback block. Lower values decrease latency but may increase CPU cost. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "512", ClampMax = "4096", DisplayName = "Callback Buffer Size"))
int32 AudioCallbackBufferFrameSize;
/** The number of buffers to keep enqueued. More buffers increases latency, but can compensate for variable compute availability in audio callbacks on some platforms. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "1", UIMin = "1", DisplayName = "Number of Buffers To Enqueue"))
int32 AudioNumBuffersToEnqueue;
/** The max number of channels (voices) to limit for this platform. The max channels used will be the minimum of this value and the global audio quality settings. A value of 0 will not apply a platform channel count max. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Max Channels"))
int32 AudioMaxChannels;
/** The number of workers to use to compute source audio. Will only use up to the max number of sources. Will evenly divide sources to each source worker. */
UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Number of Source Workers"))
int32 AudioNumSourceWorkers;
/** Which of the currently enabled spatialization plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString SpatializationPlugin;
/** Which of the currently enabled reverb plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString ReverbPlugin;
/** Which of the currently enabled occlusion plugins to use on Windows. */
UPROPERTY(config, EditAnywhere, Category = "Audio")
FString OcclusionPlugin;
/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides", meta = (DisplayName = "Sound Cue Cook Quality"))
int32 SoundCueCookQualityIndex = INDEX_NONE;
};