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Change 2783376 on 2015/11/30 by Nick.Shin upgrading emscripten SDK to 1.35.9 following instruction from the README file Change2787414on 2015/12/02 by Nick.Shin upgrading emscripten to 1.35.0 removing old SDK and tools for Mac and Win64 Change 2790218 on 2015/12/04 by Nick.Shin merge (CL: #2790164) from //UE4/Dev-Physics to //UE4/Dev-Platform PhysX HTML5 bc files Change 2794786 on 2015/12/08 by Nick.Shin merge CL #2794757 part 1 of 2 from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5 to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/ Change 2794789 on 2015/12/08 by Nick.Shin merge CL #2794758 part 2 of 2 from //UE4/Dev-Physics/PhysX/PhysX_3.3/Lib/html5 to //UE4/Dev-Platform/Engine/Source/ThirdParty/PhysX/PhysX-3.3/lib/HTML5/ Change 2799151 on 2015/12/10 by Dmitry.Rekman Guarantee XGE.xml sorting order for 10+ builds. - A licensee pointed out the problem that AutomationTool.UE4Build.FindXGEFiles() sorts the files by filename, so e.g. UBTExport.10.xge.xml takes priority over UBTExport.2.xge.xml. #codereview Ben.Marsh Change 2799440 on 2015/12/11 by Mark.Satterthwaite Duplicate CL #2790251: Temporarily revert some of the changes for Mac mouse cursor locking as they were causing more problems than they solved. Change 2799441 on 2015/12/11 by Mark.Satterthwaite Duplicate CL #2796111 & #2796158: Fix cooking shader cache files - it wasn't being enabled despite a cached shader format being listed. Change 2799442 on 2015/12/11 by Mark.Satterthwaite Duplicate CL #2797758: Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal. Change 2799601 on 2015/12/11 by Mark.Satterthwaite Implement background reading of NSPipe's in Mac ExecProcess to avoid the sub-process blocking trying to write to the meagre 8kb internal buffers. This may fix problems with SVN on Mac. Change 2799657 on 2015/12/11 by Mark.Satterthwaite Remove the hlslcc major version from the Metal and OpenGL shader formats to ensure that there are enough bits to represent the different version components. There's no expectation that the major version of hlslcc will change and it will soon be removed entirely. Change 2799691 on 2015/12/11 by Mark.Satterthwaite Merging final internal-only changes from WWDC. Change 2800182 on 2015/12/11 by Mark.Satterthwaite Capture the system.log contents from the moment we boot to the point we crash to report GPU restarts and other system errors not written into our own logs. Change 2801395 on 2015/12/14 by Mark.Satterthwaite Fix the Metal shader compiler so that it properly reports the number of sampler objects in use, not the number of textures as Metal separates its 16 samplers and up-to 128 textures in a single shader stage, like D3D and unlike OpenGL. This fixes a lot of material compile errors in newer projects which aren't being designed for obsolete OpenGL. Change 2801653 on 2015/12/14 by Daniel.Lamb Load package differ can now diff header part of packages. Changed the way IsChildCooker is handled improves performance of multiprocess cooker. Change 2801655 on 2015/12/14 by Daniel.Lamb Added cooker warning to resave packages if they don't have collision data for their static meshes. Added NavCollision creation on static mesh import so that we save out the NavCollision. Change 2801923 on 2015/12/14 by Daniel.Lamb Fix compilation error with CreateLoader. Change 2802076 on 2015/12/14 by Daniel.Lamb Remove some debugging assistance code. Change 2803207 on 2015/12/15 by Mark.Satterthwaite Add missing Metal formats for PF_R16_SINT/UINT. Change2803254on 2015/12/15 by Mark.Satterthwaite Add additional uint/2/3/4 overrides for SV_Target(x) to MetalUtils and when generating the output variable look for an exact type match before restoring to the first match with the correct number of elements. This ensures that we generate uint/2/3/4 writes when required for CopyStencilToLightingChannelsPS without breaking anything else. Change 2803259 on 2015/12/15 by Mark.Satterthwaite Fix stencil texture swizzle for Metal which uses .x not .g for stencil value. Change 2803262 on 2015/12/15 by Mark.Satterthwaite Fix FMetalRHICommandContext::RHISetScissorRect handling 0 sized rects when RHISetScissorRect is called before RHISetViewport. Change 2803321 on 2015/12/15 by Mark.Satterthwaite Duplicate CL #2786291: Fix Metal validation errors caused by incorrect instance count and also a crash-bug caused by accessing a defunct depth-stencil texture. This should be enough to ensure Metal works even if you've been playing previously with OpenGL. Change 2803413 on 2015/12/15 by Mark.Satterthwaite Workaround the Material Editor's unfortunate habit of rendering tiles without a depth/stencil-buffer attached despite tiles wanting to write to depth - in Metal we have to create a temporary Depth-Stencil texture so that we don't crash the driver because it won't rewrite the shaders for us (unlike D3D/GL). Change 2806247 on 2015/12/16 by Daniel.Lamb Fixed UParticleRequiredModule deterministic cook issue. #codereview Olaf.Piesche Change 2806834 on 2015/12/17 by Mark.Satterthwaite Temporarily work around absence of Checked & Shipping APEX/PhysX binaries on Mac. Change 2807017 on 2015/12/17 by Mark.Satterthwaite Handle the shader cache being initialised for cooking multiple times until I can sort out the implementation properly. Change 2807027 on 2015/12/17 by Daniel.Lamb Enabled DDC stats.
211 lines
5.8 KiB
C++
211 lines
5.8 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if 0 // this doesn't compile in 2013 express
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/**
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* An utility function for allocation chunk of zero initialized memory
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*
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* @param NumElems number of elements to allocate (may be 0, then NULL should be returned)
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* @param ElemSize size of each element in bytes (may be 0)
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* @return Pointer to memory chunk, filled with zeros or NULL if failed
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*/
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void * CallocZero(size_t NumElems, size_t ElemSize)
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{
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void * Return = NULL;
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const size_t Size = NumElems * ElemSize;
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if (Size)
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{
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Return = FMemory::Malloc(Size);
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if (Return)
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{
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FMemory::Memzero(Return, Size);
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}
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}
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return Return;
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}
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#endif
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/**
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* HTML5 implementation of an Http request
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*/
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class FHTML5HttpRequest : public IHttpRequest
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{
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public:
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// implementation friends
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friend class FHTML5HttpResponse;
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//~ Begin IHttpBase Interface
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virtual FString GetURL() override;
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virtual FString GetURLParameter(const FString& ParameterName) override;
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virtual FString GetHeader(const FString& HeaderName) override;
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virtual TArray<FString> GetAllHeaders() override;
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virtual FString GetContentType() override;
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virtual int32 GetContentLength() override;
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virtual const TArray<uint8>& GetContent() override;
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//~ End IHttpBase Interface
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//~ Begin IHttpRequest Interface
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virtual FString GetVerb() override;
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virtual void SetVerb(const FString& InVerb) override;
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virtual void SetURL(const FString& InURL) override;
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virtual void SetContent(const TArray<uint8>& ContentPayload) override;
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virtual void SetContentAsString(const FString& ContentString) override;
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virtual void SetHeader(const FString& HeaderName, const FString& HeaderValue) override;
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virtual bool ProcessRequest() override;
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virtual FHttpRequestCompleteDelegate& OnProcessRequestComplete() override;
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virtual FHttpRequestProgressDelegate& OnRequestProgress() override;
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virtual void CancelRequest() override;
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virtual EHttpRequestStatus::Type GetStatus() override;
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virtual const FHttpResponsePtr GetResponse() const override;
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virtual void Tick(float DeltaSeconds) override;
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virtual float GetElapsedTime() override;
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//~ End IHttpRequest Interface
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/**
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* Marks request as completed.
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*/
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inline void MarkAsCompleted()
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{
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bCompleted = true;
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}
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/**
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* Constructor
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*/
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FHTML5HttpRequest();
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/**
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* Destructor.
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*/
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virtual ~FHTML5HttpRequest();
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private:
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/**
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* Create the session connection and initiate the web request
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*
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* @return true if the request was started
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*/
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bool StartRequest();
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/**
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* Process state for a finished request that no longer needs to be ticked
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* Calls the completion delegate
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*/
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void FinishedRequest();
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/**
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* Close session/request handles and unregister callbacks
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*/
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void CleanupRequest();
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static void StaticReceiveCallback(void *arg, void *buffer, uint32 size);
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void ReceiveCallback(void *arg, void *buffer, uint32 size);
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static void StaticErrorCallback(void* arg, int httpStatusCode, const char* httpStatusText);
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void ErrorCallback(void* arg, int httpStatusCode, const char* httpStatusText);
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static void StaticProgressCallback(void* arg, int Loaded, int Total);
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void ProgressCallback(void* arg, int Loaded, int Total);
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private:
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/** The response object which we will use to pair with this request */
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TSharedPtr<class FHTML5HttpResponse, ESPMode::ThreadSafe> Response;
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/** BYTE array payload to use with the request. Typically for a POST */
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TArray<uint8> RequestPayload;
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/** Delegate that will get called once request completes or on any error */
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FHttpRequestCompleteDelegate RequestCompleteDelegate;
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/** Delegate that will get called once per tick with bytes downloaded so far */
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FHttpRequestProgressDelegate RequestProgressDelegate;
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/** Current status of request being processed */
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EHttpRequestStatus::Type CompletionStatus;
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/** Cached URL */
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FString URL;
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/** Cached verb */
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FString Verb;
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/** Set to true if request has been canceled */
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bool bCanceled;
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/** Set to true when request has been completed */
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bool bCompleted;
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/** Number of bytes sent already */
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uint32 BytesSent;
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/** Mapping of header section to values. */
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TMap<FString, FString> Headers;
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/** Total elapsed time in seconds since the start of the request */
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float ElapsedTime;
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};
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/**
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* HTML5 implementation of an Http response
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*/
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class FHTML5HttpResponse : public IHttpResponse
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{
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public:
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// implementation friends
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friend class FHTML5HttpRequest;
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//~ Begin IHttpBase Interface
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virtual FString GetURL() override;
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virtual FString GetURLParameter(const FString& ParameterName) override;
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virtual FString GetHeader(const FString& HeaderName) override;
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virtual TArray<FString> GetAllHeaders() override;
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virtual FString GetContentType() override;
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virtual int32 GetContentLength() override;
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virtual const TArray<uint8>& GetContent() override;
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//~ End IHttpBase Interface
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//~ Begin IHttpResponse Interface
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virtual int32 GetResponseCode() override;
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virtual FString GetContentAsString() override;
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//~ End IHttpResponse Interface
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/**
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* Check whether a response is ready or not.
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*/
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bool IsReady();
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/**
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* Constructor
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*
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* @param InRequest - original request that created this response
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*/
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FHTML5HttpResponse(FHTML5HttpRequest& InRequest);
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/**
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* Destructor
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*/
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virtual ~FHTML5HttpResponse();
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private:
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/** Request that owns this response */
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FHTML5HttpRequest& Request;
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/** BYTE array to fill in as the response is read via ReceiveCallback */
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TArray<uint8> Payload;
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/** Caches how many bytes of the response we've read so far */
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int32 TotalBytesRead;
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/** Cached key/value header pairs. Parsed once request completes */
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TMap<FString, FString> Headers;
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/** Cached code from completed response */
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int32 HttpCode;
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/** Cached content length from completed response */
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int32 ContentLength;
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/** True when the response has finished async processing */
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int32 volatile bIsReady;
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/** True if the response was successfully received/processed */
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int32 volatile bSucceeded;
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}; |