Files
UnrealEngineUWP/Engine/Source/Developer/Mac/MacTargetPlatform/Private/GenericMacTargetPlatform.h
jamie hayes 3428774f88 Changed some ITargetPlatform methods (GetAllSupportedShaderFormats, GetTargetedShaderFormats) to remain compiled with a lack of WITH_ENGINE. Their omission isn't necessary from a dependency standpoint, and their access will be required in a future change.
#rb josh.adams
#jira none
#preflight 6113ed2a0d783d00011ef86e

#ROBOMERGE-SOURCE: CL 17137761 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17137793 by jamie hayes in ue5-release-engine-test branch]
2021-08-11 13:05:07 -04:00

397 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GenericMacTargetPlatform.h: Declares the TGenericMacTargetPlatform class template.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "Common/TargetPlatformBase.h"
#include "Mac/MacPlatformProperties.h"
#include "Misc/ConfigCacheIni.h"
#include "LocalMacTargetDevice.h"
#if WITH_ENGINE
#include "AudioCompressionSettings.h"
#include "Sound/SoundWave.h"
#include "TextureResource.h"
#include "StaticMeshResources.h"
#endif // WITH_ENGINE
#define LOCTEXT_NAMESPACE "TGenericMacTargetPlatform"
/**
* Template for Mac target platforms
*/
template<bool HAS_EDITOR_DATA, bool IS_DEDICATED_SERVER, bool IS_CLIENT_ONLY>
class TGenericMacTargetPlatform
: public TTargetPlatformBase<FMacPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> >
{
public:
typedef FMacPlatformProperties<HAS_EDITOR_DATA, IS_DEDICATED_SERVER, IS_CLIENT_ONLY> TProperties;
typedef TTargetPlatformBase<TProperties> TSuper;
/**
* Default constructor.
*/
TGenericMacTargetPlatform( )
{
#if PLATFORM_MAC
// only add local device if actually running on Mac
LocalDevice = MakeShareable(new FLocalMacTargetDevice(*this));
#endif
#if WITH_ENGINE
TextureLODSettings = nullptr;
StaticMeshLODSettings.Initialize(this);
#endif
}
public:
//~ Begin ITargetPlatform Interface
virtual void EnableDeviceCheck(bool OnOff) override {}
virtual void GetAllDevices( TArray<ITargetDevicePtr>& OutDevices ) const override
{
OutDevices.Reset();
if (LocalDevice.IsValid())
{
OutDevices.Add(LocalDevice);
}
}
virtual bool GenerateStreamingInstallManifest(const TMultiMap<FString, int32>& PakchunkMap, const TSet<int32>& PakchunkIndicesInUse) const override
{
return true;
}
virtual ITargetDevicePtr GetDefaultDevice( ) const override
{
if (LocalDevice.IsValid())
{
return LocalDevice;
}
return nullptr;
}
virtual ITargetDevicePtr GetDevice( const FTargetDeviceId& DeviceId )
{
if (LocalDevice.IsValid() && (DeviceId == LocalDevice->GetId()))
{
return LocalDevice;
}
return NULL;
}
virtual bool IsRunningPlatform( ) const override
{
// Must be Mac platform as editor for this to be considered a running platform
return PLATFORM_MAC && !UE_SERVER && !UE_GAME && WITH_EDITOR && HAS_EDITOR_DATA;
}
virtual bool SupportsFeature( ETargetPlatformFeatures Feature ) const override
{
// we currently do not have a build target for MacServer
if (Feature == ETargetPlatformFeatures::Packaging)
{
return (HAS_EDITOR_DATA || !IS_DEDICATED_SERVER);
}
return TSuper::SupportsFeature(Feature);
}
virtual void GetAllPossibleShaderFormats( TArray<FName>& OutFormats ) const override
{
// no shaders needed for dedicated server target
if (!IS_DEDICATED_SERVER)
{
static FName NAME_SF_METAL_SM5(TEXT("SF_METAL_SM5"));
OutFormats.AddUnique(NAME_SF_METAL_SM5);
static FName NAME_SF_METAL_MACES3_1(TEXT("SF_METAL_MACES3_1"));
OutFormats.AddUnique(NAME_SF_METAL_MACES3_1);
static FName NAME_SF_METAL_MRT_MAC(TEXT("SF_METAL_MRT_MAC"));
OutFormats.AddUnique(NAME_SF_METAL_MRT_MAC);
}
}
virtual void GetAllTargetedShaderFormats(TArray<FName>& OutFormats) const override
{
// Get the Target RHIs for this platform, we do not always want all those that are supported.
TArray<FString>TargetedShaderFormats;
GConfig->GetArray(TEXT("/Script/MacTargetPlatform.MacTargetSettings"), TEXT("TargetedRHIs"), TargetedShaderFormats, GEngineIni);
// Gather the list of Target RHIs and filter out any that may be invalid.
TArray<FName> PossibleShaderFormats;
GetAllPossibleShaderFormats(PossibleShaderFormats);
for (int32 ShaderFormatIdx = TargetedShaderFormats.Num() - 1; ShaderFormatIdx >= 0; ShaderFormatIdx--)
{
FString ShaderFormat = TargetedShaderFormats[ShaderFormatIdx];
if (PossibleShaderFormats.Contains(FName(*ShaderFormat)) == false)
{
TargetedShaderFormats.RemoveAt(ShaderFormatIdx);
}
}
for(const FString& ShaderFormat : TargetedShaderFormats)
{
OutFormats.AddUnique(FName(*ShaderFormat));
}
}
#if WITH_ENGINE
virtual const class FStaticMeshLODSettings& GetStaticMeshLODSettings( ) const override
{
return StaticMeshLODSettings;
}
virtual void GetTextureFormats( const UTexture* Texture, TArray< TArray<FName> >& OutFormats) const override
{
if (!IS_DEDICATED_SERVER)
{
// just use the standard texture format name for this texture (with DX11 support)
GetDefaultTextureFormatNamePerLayer(OutFormats.AddDefaulted_GetRef(), this, Texture, true);
}
}
virtual void GetAllTextureFormats(TArray<FName>& OutFormats) const override
{
if (!IS_DEDICATED_SERVER)
{
// just use the standard texture format name for this texture (with DX11 support)
GetAllDefaultTextureFormats(this, OutFormats, true);
}
}
virtual FName GetVirtualTextureLayerFormat(int32 SourceFormat, bool bAllowCompression, bool bNoAlpha, bool bSupportDX11TextureFormats, int32 Settings) const override
{
FName TextureFormatName = NAME_None;
// Supported texture format names.
static FName NameDXT1(TEXT("DXT1"));
static FName NameDXT3(TEXT("DXT3"));
static FName NameDXT5(TEXT("DXT5"));
static FName NameDXT5n(TEXT("DXT5n"));
static FName NameBC4(TEXT("BC4"));
static FName NameBC5(TEXT("BC5"));
static FName NameBGRA8(TEXT("BGRA8"));
static FName NameXGXR8(TEXT("XGXR8"));
static FName NameG8(TEXT("G8"));
static FName NameG16(TEXT("G16"));
static FName NameVU8(TEXT("VU8"));
static FName NameRGBA16F(TEXT("RGBA16F"));
static FName NameR16F(TEXT("R16F"));
static FName NameBC6H(TEXT("BC6H"));
static FName NameBC7(TEXT("BC7"));
// Note: We can't use things here like autoDXT here which defer the exact choice to the compressor as it would mean that
// some textures on a VT layer may get a different format than others.
// We need to guarantee the format to be the same for all textures on the layer so we need to decide on the exact final format here.
bool bUseDXT5NormalMap = false;
FString UseDXT5NormalMapsString;
if (this->GetConfigSystem()->GetString(TEXT("SystemSettings"), TEXT("Compat.UseDXT5NormalMaps"), UseDXT5NormalMapsString, GEngineIni))
{
bUseDXT5NormalMap = FCString::ToBool(*UseDXT5NormalMapsString);
}
// Determine the pixel format of the (un/)compressed texture
if (!bAllowCompression)
{
if (SourceFormat == TSF_RGBA16F)
{
TextureFormatName = NameRGBA16F;
}
else if (SourceFormat == TSF_G16)
{
TextureFormatName = NameG16;
}
else if (SourceFormat == TSF_G8 || Settings == TC_Grayscale)
{
TextureFormatName = NameG8;
}
else if (Settings == TC_Normalmap && bUseDXT5NormalMap)
{
TextureFormatName = NameXGXR8;
}
else
{
TextureFormatName = NameBGRA8;
}
}
else if (Settings == TC_HDR)
{
TextureFormatName = NameRGBA16F;
}
else if (Settings == TC_Normalmap)
{
TextureFormatName = bUseDXT5NormalMap ? NameDXT5n : NameBC5;
}
else if (Settings == TC_Displacementmap)
{
TextureFormatName = NameG8;
}
else if (Settings == TC_VectorDisplacementmap)
{
TextureFormatName = NameBGRA8;
}
else if (Settings == TC_Grayscale)
{
TextureFormatName = NameG8;
}
else if (Settings == TC_Alpha)
{
TextureFormatName = NameBC4;
}
else if (Settings == TC_DistanceFieldFont)
{
TextureFormatName = NameG8;
}
else if (Settings == TC_HDR_Compressed)
{
TextureFormatName = NameBC6H;
}
else if (Settings == TC_BC7)
{
TextureFormatName = NameBC7;
}
else if (Settings == TC_HalfFloat)
{
TextureFormatName = NameR16F;
}
else if (bNoAlpha)
{
TextureFormatName = NameDXT1;
}
else
{
TextureFormatName = NameDXT5;
}
/*
FIXME: IS this still relevant for VT ? comes from the texture variant
// Some PC GPUs don't support sRGB read from G8 textures (e.g. AMD DX10 cards on ShaderModel3.0)
// This solution requires 4x more memory but a lot of PC HW emulate the format anyway
if ((TextureFormatName == NameG8) && Texture->SRGB && !SupportsFeature(ETargetPlatformFeatures::GrayscaleSRGB))
{
TextureFormatName = NameBGRA8;
}*/
// fallback to non-DX11 formats if one was chosen, but we can't use it
if (!bSupportDX11TextureFormats)
{
if (TextureFormatName == NameBC6H)
{
TextureFormatName = NameRGBA16F;
}
else if (TextureFormatName == NameBC7)
{
TextureFormatName = NameDXT5;
}
}
return TextureFormatName;
}
virtual bool SupportsLQCompressionTextureFormat() const override { return false; };
virtual const UTextureLODSettings& GetTextureLODSettings() const override
{
return *TextureLODSettings;
}
virtual void RegisterTextureLODSettings(const UTextureLODSettings* InTextureLODSettings) override
{
TextureLODSettings = InTextureLODSettings;
}
virtual bool CanSupportRemoteShaderCompile() const override
{
return true;
}
virtual void GetShaderCompilerDependencies(TArray<FString>& OutDependencies) const override
{
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Mac/libdxcompiler.dylib"));
FTargetPlatformBase::AddDependencySCArrayHelper(OutDependencies, TEXT("Binaries/ThirdParty/ShaderConductor/Mac/libShaderConductor.dylib"));
}
virtual FName GetWaveFormat( const class USoundWave* Wave ) const override
{
static const FName NAME_ADPCM(TEXT("ADPCM"));
static const FName NAME_OGG(TEXT("OGG"));
static const FName NAME_OPUS(TEXT("OPUS"));
static const FName NAME_BINKA(TEXT("BINKA"));
if (Wave->bUseBinkAudio)
{
return NAME_BINKA;
}
if (Wave->IsSeekableStreaming())
{
return NAME_ADPCM;
}
if (Wave->IsStreaming(*this->IniPlatformName()))
{
return NAME_OPUS;
}
return NAME_OGG;
}
virtual void GetAllWaveFormats(TArray<FName>& OutFormats) const override
{
static const FName NAME_ADPCM(TEXT("ADPCM"));
static const FName NAME_OGG(TEXT("OGG"));
static const FName NAME_OPUS(TEXT("OPUS"));
static const FName NAME_BINKA(TEXT("BINKA"));
OutFormats.Add(NAME_ADPCM);
OutFormats.Add(NAME_OGG);
OutFormats.Add(NAME_OPUS);
OutFormats.Add(NAME_BINKA);
}
#endif //WITH_ENGINE
virtual bool SupportsVariants() const override
{
return true;
}
virtual float GetVariantPriority() const override
{
return TProperties::GetVariantPriority();
}
//~ End ITargetPlatform Interface
private:
// Holds the local device.
ITargetDevicePtr LocalDevice;
#if WITH_ENGINE
// Holds the texture LOD settings.
const UTextureLODSettings* TextureLODSettings;
// Holds the static mesh LOD settings.
FStaticMeshLODSettings StaticMeshLODSettings;
#endif // WITH_ENGINE
};
#undef LOCTEXT_NAMESPACE