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