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========================== MAJOR FEATURES + CHANGES ========================== Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2764244 on 2015/11/12 by Keith.Judge Stop creating/deleting SRVs for dynamic buffers all the time. Instead add a new view when a new buffer is cycled and keep them around until the buffer is dead. Change 2936695 on 2016/04/07 by Mark.Satterthwaite Disable Metal on Mac OS X versions prior to 10.11.4 because their drivers are too buggy and lots of issues users will encounter were fixed in 10.11.4. Change 2936701 on 2016/04/07 by Mark.Satterthwaite Re-enable DistanceFieldAO on Mac Metal, but disable the support for Heightfield composition into the DistanceFieldAO as that currently requires Read+Write texture support which isn't present in Metal yet. Change 2936702 on 2016/04/07 by Mark.Satterthwaite Enable capsule shadows on Metal SM5 for Mac Paragon. Change2936704on 2016/04/07 by Mark.Satterthwaite Re-add Metal_MacES3_1 entries in RHIDefinition functions - not quite sure how they disappeared... Change 2936706 on 2016/04/07 by Mark.Satterthwaite Fix implementation of BeginRenderingPrePass to only clear the depth+stencil buffers when it is asked to - this fixes LOD fading in Paragon on Mac when parallel execution is enabled. The parallel contexts were being instructed to clear the pre-pass data which was then fouling up all the subsequent rendering. Change 2936708 on 2016/04/07 by Mark.Satterthwaite Extend workaround from 2905206 for UE-27818 to Metal as well as OpenGL - it isn't permissable to have an unbound resource on these APIs as you aren't allowed to make the assumption than an if-branch will protect against null dereference on the GPU. Change 2936737 on 2016/04/07 by Mark.Satterthwaite Changes to reduce Metal's peak memory usage when streaming texture data in when loading levels: - When uploading data to Shared memory Metal textures dispose of the source buffer immediately as it won't be required after the call to replaceRegion. - Add an optional CVar ("rhi.Metal.MaxOutstandingAsyncTexUploads") and keep a count of outstanding async. texture uploads - really this might be better as a memory count - if teh current outstanding count is greater than the specified CVar wait for all operations to complete before purging the used buffers. By default the CVar is set to 0 which disables the tracking and the game will use all available memory. Change 2936741 on 2016/04/07 by Mark.Satterthwaite For Metal don't use a texture-view unless the mip-range or texture format is different - we only create a texture-view if we absolutely have to in order to avoid performance reductions on some vendors. When this happens we'll have to update the SRV to point to the new source texture but that can be handled on bind. Change 2936753 on 2016/04/07 by Mark.Satterthwaite Mutex the pipeline cache inside each Metal bound-shader-state - with parallel execution this can be modified from multiple threads. Change 2936758 on 2016/04/07 by Mark.Satterthwaite Don't eliminate redundant Metal command-encoders on Intel either - this only seems to work correctly on AMD... Change 2936762 on 2016/04/07 by Mark.Satterthwaite Validate that parallel contexts aren't asked to clear render-targets (incl depth/stencil) as this won't work as desired - each context will end up clearing the contents meaning none of the rendering will propagate which is probably not what you intend. Change 2936765 on 2016/04/07 by Mark.Satterthwaite Fix alignment of blit-commands between textures & buffers in Metal. Mac Metal has no minimum alignment and allows tightly packed rows, but mobile H/W has a fixed row alignment of 64-bytes for linear texture data. Change 2936767 on 2016/04/07 by Mark.Satterthwaite Remove the workaround for old Mac OS X AMD cards not supporting frame-buffer sRGB - I have a feeling it causes more problems than it solves. Change 2936773 on 2016/04/07 by Mark.Satterthwaite Warn the user when trying to run on OpenGL 3.2 GPUs that they are running unsupported and there may be rendering errors and performance problems. Change2936777on 2016/04/07 by Mark.Satterthwaite In MetalRHI move the calls that reset the state-cache and command-encoder to EndFrame and fix the fallout. Hopefully this will eliminate the problem where a draw call fails because a call to SetRenderTargets hasn't been made since the last time the command-buffer was submitted. Change 2936788 on 2016/04/07 by Daniel.Lamb PR #2193: Commandlet tweaks: Fixup Redirects and Cook-on-the-fly Server (Contributed by FineRedMist) Change 2936799 on 2016/04/07 by Mark.Satterthwaite Automatically enable RHI thread support in Metal if parallel execution is compiled in unless running the Editor which doesn't support it. The RHI thread is only enabled in Metal when parallel execution is available because there's little to no advantages to the RHI thread with Metal unless parallel execution is enabled. Also only enable async compute support when parallel execution is available and running on an AMD GPU as only AMD support it and again its only really useful when running things in parallel. Disable the async. compute fencing code when async. compute is disabled. Change 2936923 on 2016/04/07 by Peter.Sauerbrei add exception when trying to access an ini section which we don't cache Change 2937839 on 2016/04/08 by Lee.Clark PS4 - BC6H and BC7 support #jira OR-14804 Change 2937841 on 2016/04/08 by Lee.Clark Fix media player not opening the same file that has just been closed. Change 2937843 on 2016/04/08 by Lee.Clark PS4 - Fix Media player seek and duration Change 2938272 on 2016/04/08 by Mark.Satterthwaite Change the Metal texture lock/unlock code to use the immediate getBytes API to read from the texture unless it is stored in Private memory and requires we use the blit-encoder. This means iOS texture locking won't generally need to use the blit encoder with its row alignment restrictions as all textures will be Shared. On Mac most textures will still be accessed via blit operations since Private memory is much more common than Managed. Change 2938471 on 2016/04/08 by Nick.Shin load/save with "negative char size value" fixed two 'U''s were missing-- causing base64encoder and decoder to not return original data (or expected data for that matter)... C++ function shows these signatures: \Engine\Source\Runtime\Engine\Public\SaveGameSystem.h FGenericSaveGameSystem::SaveGame(..., ..., ..., ...<uint8>); FGenericSaveGameSystem::LoadGame(..., ..., ..., ...<uint8>); javascript version was using signed operators... answerhub 386719 - broken load/save Change 2938546 on 2016/04/08 by Nick.Shin upgrading zlib, openssl, libcurl & libwebsockets (part 1, for libwebsockets -- engine changes will be in part 2) and writting down all of the build instructions into a single script file future tasks may have the script broken to smaller sized files and placed in the respective library folders for simplicity -- for now, it's bundled together to ensure build is all-in-one... #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1223 - Arrange testing for 'update websocket library' #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2939402 on 2016/04/11 by Mark.Satterthwaite No need to call synchroniseTexture on iOS when locking a texture for read - that function call is only available and required on OS X. Change 2939526 on 2016/04/11 by Daniel.Lamb Don't mark content as modified when garbage collecting. #PR2249 #2249 Change 2940094 on 2016/04/11 by Michael.Trepka Temporarily rollback //UE4/Dev-Platform/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp to revision 47 to unblock UE-29312 #codereview Mark.Satterthwaite Change 2940540 on 2016/04/12 by Jeff.Campeau Hardware decompress support for Xbox One. Change 2940793 on 2016/04/12 by Lee.Clark PS4 - Fix file handle leaks #codereview Marcus.Wassmer Change 2940903 on 2016/04/12 by Keith.Judge Xbox One - Fix validated driver warning when using async compute with dynamic buffers (remove dynamic buffers). Also resurrected the old deferred deletion queue (though simplified the code a lot as TQueue was horrible), as the platform agnostic one can't deal with placement created resources with a separate buffer/resource. Moved associated deferred deletion logic out of FD3D11DynamicBuffer. Attempted fix for UE-28758, but doesn't actually fix it. :( Change 2940959 on 2016/04/12 by Michael.Trepka Moved RadioEffectUnit CoreAudio plugin to Engine/Build/Mac #codereview Ben.Marsh Change 2940961 on 2016/04/12 by Michael.Trepka Updated GitHub readme for Mac with instructions for building ShaderCompileWorker #codereview Ben.Marsh Change 2941010 on 2016/04/12 by Daniel.Lamb Added xboxone.projectsettings to the ini processer in UAT. #codereview Peter.Sauerbrei #jira UE-29344 Change 2941671 on 2016/04/12 by Jeff.Campeau March 2016 XDK update Change 2941998 on 2016/04/13 by Mark.Satterthwaite In MetalCommandList retain/release when waiting on a command-buffer commit to ensure command-buffer lifetime. Change 2942008 on 2016/04/13 by Keith.Judge Fix black reflections when async compute is enabled. Shader resource tables are now properly bound on the context, and fixed a bug where the buffer offset and number of constants wasn't being properly set when using the ring buffer. #jira UE-28758 Change 2942046 on 2016/04/13 by Lee.Clark Fix SN-DBS launch failure with VS2015 - (path env seems to be null in 2015) Change 2942095 on 2016/04/13 by Mark.Satterthwaite MIssed a change to use AlignedStride rather than Stride in FMetalDynamicRHI::RHIReadSurfaceFloatData to fix iOS blit-encoder read-back. Change 2942383 on 2016/04/13 by Mark.Satterthwaite When locking a Metal texture on Mac you have to submit the command buffer & wait in a different location for Private vs. Managed access. Change 2942419 on 2016/04/13 by Michael.Trepka Enabled IPv6 on iOS and Mac #jira UEPLAT-1168 Change 2942472 on 2016/04/13 by Daniel.Lamb Fixed missing OnlineSubsystemGooglePlay section from UAT ini processing. #codereview Peter.Sauerbrei Change 2942829 on 2016/04/13 by Nick.Shin removing unused emscripten - ThirdParty folder the ThirdParty folder contained a lot of GPL (and sometimes missing) licensing projects - removing to keep legal happy tested with full rebuild, full cook, packaging and running QAGame Change 2943110 on 2016/04/13 by Chris.Babcock Fix Oculus mobile binaries filtered (include the jars) #jira ue-29080 #ue4 #android #gearvr #codereview Nick.Whiting Change 2943111 on 2016/04/13 by Chris.Babcock Fix GearVR plugin jar copy logic #jira UE-29108 #ue4 #android #gearvr #codereview Nick.Whiting Change 2943579 on 2016/04/14 by Peter.Sauerbrei enable tvOS in the binary build Change 2943587 on 2016/04/14 by Peter.Sauerbrei creation of xcode archives when using the archive command with iOS Change 2943619 on 2016/04/14 by Mark.Satterthwaite Make Metal SM4 the default on Mac again for the 4.12 release. As expected there are many bugs to resolve. Change 2943869 on 2016/04/14 by Daniel.Lamb Turned duplicate stage of files into warning. #codereview Peter.Sauerbrei #lockdown Josh.Adams #jira UE-29487 Change 2943901 on 2016/04/14 by Keith.Judge Xbox One - Fix start up crash. #lockdown Josh.Adams Change 2943981 on 2016/04/14 by Mark.Satterthwaite Allow RWBuffers in Metal, which should work, but not RWTextures which aren't yet supported. #jira UE-29492 #lockdown josh.adams Change 2944080 on 2016/04/14 by Peter.Sauerbrei temporarily remove code which removes passwords in ini files which reside in the pak file multiple defaultengine.ini files were being copied over one another #lockdown josh.adams Change 2944249 on 2016/04/14 by Peter.Sauerbrei fix for writing out DefaulEngine.ini when deprecated items are not changed #codereview zabir.hoque #lockdown josh.adams Change 2944454 on 2016/04/14 by Peter.Sauerbrei fix for incorrect archive directory and missing IPA #jira UE-29509 #lockdown josh.adams Change 2944834 on 2016/04/15 by Peter.Sauerbrei fix for crash on some iOS device due to resources being freed while still in use by the GPU #jira UE-29517 #lockdown josh.adams Change 2944915 on 2016/04/15 by Peter.Sauerbrei fix for including Facebook SDK in tvOS since we don't have the Facebook libraries for tvOS yet #lockdown josh.adams Change 2945164 on 2016/04/15 by Josh.Adams - Removing XboxOnePDBFile from junkmanifest, causes too much trouble when staging using AutoSDKs #lockdown nick.penwarden #codereview jeff.campeau #lockdown nick.penwarden [CL 2945174 by Josh Adams in Main branch]
253 lines
7.6 KiB
C++
253 lines
7.6 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AndroidTargetPlatform.h: Declares the FAndroidTargetPlatform class.
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=============================================================================*/
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#pragma once
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#include "Ticker.h"
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#if WITH_ENGINE
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#include "StaticMeshResources.h"
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#endif // WITH_ENGINE
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/**
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* Defines supported texture format names.
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*/
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namespace AndroidTexFormat
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{
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// Compressed Texture Formats
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static FName NamePVRTC2(TEXT("PVRTC2"));
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static FName NamePVRTC4(TEXT("PVRTC4"));
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static FName NameAutoPVRTC(TEXT("AutoPVRTC"));
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static FName NameDXT1(TEXT("DXT1"));
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static FName NameDXT5(TEXT("DXT5"));
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static FName NameAutoDXT(TEXT("AutoDXT"));
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static FName NameATC_RGB(TEXT("ATC_RGB"));
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static FName NameATC_RGBA_E(TEXT("ATC_RGBA_E")); // explicit alpha
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static FName NameATC_RGBA_I(TEXT("ATC_RGBA_I")); // interpolated alpha
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static FName NameAutoATC(TEXT("AutoATC"));
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static FName NameETC1(TEXT("ETC1"));
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static FName NameAutoETC1(TEXT("AutoETC1")); // ETC1 or uncompressed RGBA, if alpha channel required
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static FName NameETC2_RGB(TEXT("ETC2_RGB"));
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static FName NameETC2_RGBA(TEXT("ETC2_RGBA"));
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static FName NameAutoETC2(TEXT("AutoETC2"));
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static FName NameASTC_4x4(TEXT("ASTC_4x4"));
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static FName NameASTC_6x6(TEXT("ASTC_6x6"));
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static FName NameASTC_8x8(TEXT("ASTC_8x8"));
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static FName NameASTC_10x10(TEXT("ASTC_10x10"));
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static FName NameASTC_12x12(TEXT("ASTC_12x12"));
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static FName NameAutoASTC(TEXT("AutoASTC"));
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// Uncompressed Texture Formats
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static FName NameBGRA8(TEXT("BGRA8"));
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static FName NameG8(TEXT("G8"));
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static FName NameVU8(TEXT("VU8"));
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static FName NameRGBA16F(TEXT("RGBA16F"));
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// Error "formats" (uncompressed)
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static FName NamePOTERROR(TEXT("POTERROR"));
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}
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/**
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* FAndroidTargetPlatform, abstraction for cooking Android platforms
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*/
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template<class TPlatformProperties>
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class FAndroidTargetPlatform
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: public TTargetPlatformBase< TPlatformProperties >
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{
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public:
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/**
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* Default constructor.
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*/
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FAndroidTargetPlatform( );
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/**
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* Destructor
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*/
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~FAndroidTargetPlatform();
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public:
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/**
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* Gets the name of the Android platform variant, i.e. ATC, DXT, PVRTC, etc.
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*
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* @param Variant name.
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*/
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virtual FString GetAndroidVariantName( )
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{
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return FString();
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}
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public:
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//~ Begin ITargetPlatform Interface
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virtual void EnableDeviceCheck(bool OnOff) override {}
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virtual bool AddDevice( const FString& DeviceName, bool bDefault ) override
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{
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return false;
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}
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virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override;
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virtual ECompressionFlags GetBaseCompressionMethod( ) const override;
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bool CompressMemory(ECompressionFlags Flags, void* CompressedBuffer, int32& CompressedSize, const void* UncompressedBuffer, int32 UncompressedSize) const
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{
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return false;
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}
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int32 CompressMemoryBounds(ECompressionFlags Flags, int32 UncompressedSize) const
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{
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return 0;
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}
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virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& ChunkMap, const TSet<int32>& ChunkIDsInUse) const override
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{
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return true;
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}
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virtual ITargetDevicePtr GetDefaultDevice( ) const override;
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virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId ) override;
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virtual bool IsRunningPlatform( ) const override;
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virtual bool IsServerOnly( ) const override
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{
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return false;
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}
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virtual bool IsSdkInstalled(bool bProjectHasCode, FString& OutDocumentationPath) const override;
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virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override;
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virtual bool SupportsTextureFormat( FName Format ) const
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{
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// By default we support all texture formats.
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return true;
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}
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virtual bool SupportsCompressedNonPOT( ) const
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{
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// most formats do support non-POT compressed textures
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return true;
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}
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#if WITH_ENGINE
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virtual void GetReflectionCaptureFormats( TArray<FName>& OutFormats ) const override;
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virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override;
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virtual void GetAllTargetedShaderFormats(TArray<FName>& OutFormats) const override;
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virtual void GetAllCachedShaderFormats( TArray<FName>& OutFormats ) const override {}
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virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings() const override;
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virtual void GetTextureFormats( const UTexture* InTexture, TArray<FName>& OutFormats ) const override;
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virtual const UTextureLODSettings& GetTextureLODSettings() const override;
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virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
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{
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TextureLODSettings = InTextureLODSettings;
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}
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virtual FName GetWaveFormat( const class USoundWave* Wave ) const override;
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#endif //WITH_ENGINE
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virtual bool SupportsVariants() const override;
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virtual FText GetVariantTitle() const override;
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virtual void GetBuildProjectSettingKeys(FString& OutSection, TArray<FString>& InBoolKeys, TArray<FString>& InIntKeys, TArray<FString>& InStringKeys) const override
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{
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OutSection = TEXT("/Script/AndroidRuntimeSettings.AndroidRuntimeSettings");
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InBoolKeys.Add(TEXT("bBuildForArmV7")); InBoolKeys.Add(TEXT("bBuildForArm64")); InBoolKeys.Add(TEXT("bBuildForX86"));
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InBoolKeys.Add(TEXT("bBuildForX8664")); InBoolKeys.Add(TEXT("bBuildForES2")); InBoolKeys.Add(TEXT("bBuildForES31")); InBoolKeys.Add(TEXT("bSupportsVulkan"));
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}
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DECLARE_DERIVED_EVENT(FAndroidTargetPlatform, ITargetPlatform::FOnTargetDeviceDiscovered, FOnTargetDeviceDiscovered);
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virtual FOnTargetDeviceDiscovered& OnDeviceDiscovered( ) override
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{
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return DeviceDiscoveredEvent;
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}
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DECLARE_DERIVED_EVENT(FAndroidTargetPlatform, ITargetPlatform::FOnTargetDeviceLost, FOnTargetDeviceLost);
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virtual FOnTargetDeviceLost& OnDeviceLost( ) override
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{
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return DeviceLostEvent;
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}
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//~ End ITargetPlatform Interface
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protected:
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/**
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* Adds the specified texture format to the OutFormats if this android target platforms supports it.
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*
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* @param Format - The format to add.
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* @param OutFormats - The collection of formats to add to.
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* @param bIsCompressedNonPOT - If this is true, the texture wants to be compressed but is not a power of 2
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*/
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void AddTextureFormatIfSupports( FName Format, TArray<FName>& OutFormats, bool bIsCompressedNonPOT=false ) const;
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/**
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* Return true if this device has a supported set of extensions for this platform.
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*
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* @param Extensions - The GL extensions string.
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* @param GLESVersion - The GLES version reported by this device.
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*/
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virtual bool SupportedByExtensionsString( const FString& ExtensionsString, const int GLESVersion ) const
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{
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return true;
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}
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#if WITH_ENGINE
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// Holds the Engine INI settings (for quick access).
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FConfigFile EngineSettings;
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#endif //WITH_ENGINE
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private:
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// Handles when the ticker fires.
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bool HandleTicker( float DeltaTime );
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// Holds a map of valid devices.
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TMap<FString, FAndroidTargetDevicePtr> Devices;
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// Holds a delegate to be invoked when the widget ticks.
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FTickerDelegate TickDelegate;
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// Handle to the registered TickDelegate.
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FDelegateHandle TickDelegateHandle;
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// Pointer to the device detection handler that grabs device ids in another thread
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IAndroidDeviceDetection* DeviceDetection;
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#if WITH_ENGINE
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// Holds a cache of the target LOD settings.
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const UTextureLODSettings* TextureLODSettings;
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// Holds the static mesh LOD settings.
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FStaticMeshLODSettings StaticMeshLODSettings;
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ITargetDevicePtr DefaultDevice;
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#endif //WITH_ENGINE
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// Holds an event delegate that is executed when a new target device has been discovered.
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FOnTargetDeviceDiscovered DeviceDiscoveredEvent;
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// Holds an event delegate that is executed when a target device has been lost, i.e. disconnected or timed out.
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FOnTargetDeviceLost DeviceLostEvent;
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};
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#include "AndroidTargetPlatform.inl"
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