Files
UnrealEngineUWP/Engine/Source/Developer/Mac/MacTargetPlatform/Classes/MacTargetSettings.h
will damon 6295503c66 Fix the description used for Mac platform target architecture in the editor project settings.
#rb andrew.grant
#jira none
#rnx

#ROBOMERGE-SOURCE: CL 16706311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16706320 by will damon in ue5-release-engine-test branch]
2021-06-17 12:53:56 -04:00

142 lines
6.8 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 Compatible With macOS 10.13 or later (std=osx-metal2.0) */
MacMetalSLStandard_2_0 = 3 UMETA(DisplayName="Metal v2.0 (10.13.0+)"),
/** Metal Shaders Compatible With macOS 10.14 or later (std=osx-metal2.1) */
MacMetalSLStandard_2_1 = 4 UMETA(DisplayName="Metal v2.1 (10.14.0+)"),
/** Metal Shaders Compatible With macOS 10.15 or later (std=osx-metal2.2) */
MacMetalSLStandard_2_2 = 5 UMETA(DisplayName="Metal v2.2 (10.15.0+)"),
/** Metal Shaders Compatible With macOS 11.0 or later (std=osx-metal2.3) */
MacMetalSLStandard_2_3 = 6 UMETA(DisplayName="Metal v2.3 (11.0+)"),
};
UENUM()
enum class EMacTargetArchitecture : uint8
{
/** Create packages that can run natively on Intel Macs and under translation on Apple Silicon Macs */
MacTargetArchitectureIntel = 0 UMETA(DisplayName="Intel x64"),
/** Create Universal packages that run natively on all Macs */
MacTargetArchitectureUniversal = 1 UMETA(DisplayName="Universal (Intel & Apple Silicon)"),
/** Create packages that can run natively on Apple Silicon Macs */
MacTargetArchitectureAppleSil = 2 UMETA(DisplayName="Apple Silicon"),
};
/**
* 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 target Mac platform CPU architecture.
* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon).
*/
UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Architectures to Package For (Experimental)"))
EMacTargetArchitecture TargetArchitecture;
/**
* 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;
};