Files
UnrealEngineUWP/Engine/Source/Developer/Android/AndroidTargetPlatform/Private/AndroidTargetDevice.inl
Jack Porter 1fdfd523ae Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3228013)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3156770 on 2016/10/10 by Allan.Bentham

	Fix VULKAN_ENABLE_API_DUMP build on android.

Change 3157838 on 2016/10/11 by Allan.Bentham

	Fix Vulkan API tracing on android.

Change 3170713 on 2016/10/21 by Steve.Cano

	Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in

	#jira UE-30896
	#android
	#ios
	#ue4

Change 3171064 on 2016/10/21 by Steve.Cano

	Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints

	#ue4
	#android
	#jira UE-35917

Change 3171065 on 2016/10/21 by Steve.Cano

	IOS implementation of LocationServices plugin to provide access to location data in Blueprints

	#ue4
	#ios
	#jira UE-35917

Change 3181802 on 2016/11/01 by Steve.Cano

	Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.

	#jira UE-30896
	#ios

Change 3181807 on 2016/11/01 by Steve.Cano

	Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.

	#jira UE-35004
	#android
	#ue4

Change 3184827 on 2016/11/03 by Allan.Bentham

	Do not HDR32 encode for views without view family.
	TranslucentAlphaOnly blend mode now works with encoding.
	#jira UE-37951

Change 3186684 on 2016/11/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3188693 on 2016/11/07 by Chris.Babcock

	Corrections to memory stats for Android
	#jira WEX-3760
	#ue4
	#android

Change 3191538 on 2016/11/09 by Allan.Bentham

	Mobile tonemapper can use CVarTonemapperOverride

Change 3192575 on 2016/11/09 by Chris.Babcock

	Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
	#jira UEPLAT-1422
	#ue4
	#android

Change 3196231 on 2016/11/13 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3196538 on 2016/11/14 by Jack.Porter

	Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
	#jira UE-38507

Change 3198068 on 2016/11/15 by Dmitriy.Dyomin

	Fixed android console command sender to work with ADB version 1.0.36
	#jira UE-35171

Change 3200230 on 2016/11/16 by Jack.Porter

	Remove mosaic resolution limitation on ES3 devices
	#jira WEX-3119

Change 3201251 on 2016/11/16 by Chris.Babcock

	Fix Android compile error

Change 3203542 on 2016/11/18 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3205598 on 2016/11/21 by Dmitriy.Dyomin

	Fixed: Missing selection outline in editor ES2 preview
	#jira UE-6458

Change 3205622 on 2016/11/21 by Dmitriy.Dyomin

	Fix ES2 build error from CL# 3205598

Change 3207232 on 2016/11/22 by Dmitriy.Dyomin

	ES2 GLSL generated shader simplifications

Change 3208608 on 2016/11/23 by Dmitriy.Dyomin

	Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
	#jira UE-38694

Change 3209135 on 2016/11/23 by Alicia.Cano

	Packaging for iOS fails due to several invalid object type errors
	#jira UE-38431
	#ios

Change 3209822 on 2016/11/24 by Jack.Porter

	IWYU changes for LocationServicesBPLibrary

Change 3209824 on 2016/11/24 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3210264 on 2016/11/25 by Jack.Porter

	Fix unicode compile issue on Korean windows

Change 3210268 on 2016/11/25 by Jack.Porter

	IWYU and unicode fixes to Dev-Mobile

Change 3211800 on 2016/11/28 by Allan.Bentham

	Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.

Change 3212621 on 2016/11/28 by Jack.Porter

	More IWYU fixes.

Change 3213080 on 2016/11/29 by Allan.Bentham

	enable UseSingleSampleShadowFromStationaryLights on mobile.

	PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)

Change 3213164 on 2016/11/29 by Jack.Porter

	Win32 IWYU fix

Change 3213932 on 2016/11/29 by Chris.Babcock

	Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
	#jira UE-39120
	#ue4
	#android

Change 3214563 on 2016/11/29 by Dmitriy.Dyomin

	Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)

Change 3214571 on 2016/11/29 by Dmitriy.Dyomin

	Custom stencil on Mobile
	#jira UEMOB-183

Change 3214641 on 2016/11/30 by Dmitriy.Dyomin

	Disable distance culling when rendering image for world composition
	#jira UE-37754

Change 3214656 on 2016/11/30 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3218479 on 2016/12/01 by Jack.Porter

	Fix for Vulkan build error when using AutoSDK

Change 3218596 on 2016/12/02 by Dmitriy.Dyomin

	Fixed: Android split screen multiplayer does not function or render correctly
	#jira UE-35204

Change 3218874 on 2016/12/02 by Allan.Bentham

	Fix CSM shadow bug when ES3.1 + mobileHDR == false.
	Fix inverted culling when rendering shadow depths with mobilehdr == false
	#jira UE-39111

Change 3220911 on 2016/12/04 by Jack.Porter

	Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level

Change 3220935 on 2016/12/04 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3222831 on 2016/12/05 by Dmitriy.Dyomin

	Added support for MGD and Andreno profilers
	#jira UEMOB-184

Change 3222843 on 2016/12/05 by Jack.Porter

	Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
	#jira UE-38507

Change 3222934 on 2016/12/06 by Jack.Porter

	Android graphics debugger text changes

Change 3223042 on 2016/12/06 by Dmitriy.Dyomin

	Fixed: missing GPU particles in LDR mode on device
	#jira UE-39363

Change 3223043 on 2016/12/06 by Jack.Porter

	Fixed logspam warnings from TcpMessaging launching on Android
	#jira UE-37895

Change 3223046 on 2016/12/06 by Allan.Bentham

	Move ES3.1 preview mode out of experimental.
	Add per device quality level preview to ES3.1 preview sub menu when project settings allow.

	#jira UEMOB-178

Change 3223113 on 2016/12/06 by Allan.Bentham

	changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
	added -featureleveles2/31 commandline support to metalrhi.

Change 3223117 on 2016/12/06 by Allan.Bentham

	Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies

Change 3223131 on 2016/12/06 by Allan.Bentham

	Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
	#jira UE-38343

Change 3223162 on 2016/12/06 by Jack.Porter

	Disallow Absolute World Position with "excluding shader offset" on ES2
	#jra UE-25555

Change 3223204 on 2016/12/06 by Jack.Porter

	Fix for unable to save levels when landscape components with tessellation moved to another level
	#jira UE-39372

Change 3223677 on 2016/12/06 by Chris.Babcock

	Fix tabs

Change 3224139 on 2016/12/06 by Chris.Babcock

	Support modification of build.xml and add post import additions to GameActivity
	#jira UE-31372
	#PR #2440
	#ue4
	#android

Change 3224152 on 2016/12/06 by Chris.Babcock

	Add support for MadCatz C.T.R.L.R Android controller models
	#ue4
	#android

Change 3224162 on 2016/12/06 by Chris.Babcock

	Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
	#jira UE-35825
	#PR #2787
	#ue4
	#android

Change 3224581 on 2016/12/07 by Dmitriy.Dyomin

	Fixed black screen regression on iOS OpenGL
	Also now reporting shader compiler errors in iOS

Change 3224589 on 2016/12/07 by Allan.Bentham

	Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
	#jira UEMOB-187

Change 3224774 on 2016/12/07 by Jack.Porter

	Added flags for mobile shader permutation reduction
	Renamed mobile lighting policies to better describe them
	Set flags to remove policies not used by SunTemple - saves 22MB package size on Android

	#jira: UEMOB-179

Change 3224782 on 2016/12/07 by Allan.Bentham

	Add project option to set maximum supported CSM cascades to mobile renderer.
	#jira UEMOB-187

Change 3224943 on 2016/12/07 by Dmitriy.Dyomin

	Metal iOS will use sRGB textures
	#jira UEMOB-189

Change 3225098 on 2016/12/07 by Dmitriy.Dyomin

	fix for compile error from 3224943

Change 3225188 on 2016/12/07 by Chris.Babcock

	Fix #includes in deferred Android OpenGL
	#jira UE-39440
	#ue4
	#android

Change 3226402 on 2016/12/07 by Dmitriy.Dyomin

	Fixed: wrong condition for r8 srgb on mac
	#jira UE-39471

Change 3226485 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Rendering Artifacts and invisible objects in Fortnite
	regression from nobile custom stencil changes
	#jira UE-39452, UE-39455

Change 3226637 on 2016/12/08 by Dmitriy.Dyomin

	Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
	#jira UE-39482

Change 3226922 on 2016/12/08 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3227353 on 2016/12/08 by Chris.Babcock

	Remove CopyVisualizers batch call again

Change 3228013 on 2016/12/08 By Chris.Babcock

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

[CL 3228374 by Jack Porter in Main branch]
2016-12-08 22:53:00 -05:00

209 lines
5.2 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/* ITargetDevice interface
*****************************************************************************/
#include "CoreTypes.h"
#include "Containers/UnrealString.h"
#include "Misc/Optional.h"
#include "HAL/PlatformProcess.h"
#include "AndroidTargetDeviceOutput.h"
class FAndroidTargetDevice;
struct FTargetDeviceProcessInfo;
enum class ETargetDeviceFeatures;
template<typename OptionalType> struct TOptional;
inline bool FAndroidTargetDevice::Deploy( const FString& SourceFolder, FString& OutAppId )
{
int32 ReturnCode = 0;
//void* RunningProc = NULL;
// run the packager to create and install the .apk
// @todo android: install separately?
FString RepackageCommand(FString(TEXT("AndroidPackager ")) + OutAppId + FString(TEXT(" AndroidARMv7 ")) + FString(TEXT("Debug")));
FProcHandle RunningProc = FPlatformProcess::CreateProc(TEXT("../DotNet/Android/AndroidPackager"), *RepackageCommand, true, false, false, NULL, 0, TEXT("../DotNET/"), NULL);
FPlatformProcess::WaitForProc(RunningProc);
FPlatformProcess::GetProcReturnCode(RunningProc, &ReturnCode);
FPlatformProcess::CloseProc(RunningProc);
return 0 == ReturnCode;
}
inline FString FAndroidTargetDevice::GetOperatingSystemName()
{
if (!AndroidVersionString.IsEmpty())
{
return FString::Printf(TEXT("Android %s, API level %d"), *AndroidVersionString, AndroidSDKVersion);
}
else
{
return TEXT("Android");
}
}
inline int32 FAndroidTargetDevice::GetProcessSnapshot( TArray<FTargetDeviceProcessInfo>& OutProcessInfos )
{
return 0;
}
inline bool FAndroidTargetDevice::Launch( const FString& AppId, EBuildConfigurations::Type BuildConfiguration, EBuildTargets::Type BuildTarget, const FString& Params, uint32* OutProcessId )
{
// this isn't used, UAT handles it all
return false;
}
inline bool FAndroidTargetDevice::Reboot( bool bReconnect )
{
if (!ExecuteAdbCommand(TEXT("reboot"), NULL, NULL))
{
return false;
}
return true;
}
inline bool FAndroidTargetDevice::PowerOff( bool Force )
{
if (!ExecuteAdbCommand(TEXT("reboot --poweroff"), NULL, NULL))
{
return false;
}
return true;
}
inline bool FAndroidTargetDevice::Run( const FString& ExecutablePath, const FString& Params, uint32* OutProcessId )
{
// @todo android: how to run from this?
return false;
}
inline bool FAndroidTargetDevice::SupportsFeature( ETargetDeviceFeatures Feature ) const
{
switch (Feature)
{
case ETargetDeviceFeatures::PowerOff:
return true;
case ETargetDeviceFeatures::PowerOn:
return false;
case ETargetDeviceFeatures::Reboot:
return true;
default:
return false;
}
}
inline bool FAndroidTargetDevice::SupportsSdkVersion( const FString& VersionString ) const
{
return true;
}
inline bool FAndroidTargetDevice::TerminateProcess( const int64 ProcessId )
{
return false;
}
inline void FAndroidTargetDevice::SetUserCredentials( const FString& UserName, const FString& UserPassword )
{
}
inline bool FAndroidTargetDevice::GetUserCredentials( FString& OutUserName, FString& OutUserPassword )
{
return false;
}
inline void FAndroidTargetDevice::ExecuteConsoleCommand(const FString& ExecCommand) const
{
FString AdbCommand = FString::Printf(TEXT("shell \"am broadcast -a android.intent.action.RUN -e cmd '%s'\""), *ExecCommand);
ExecuteAdbCommand(AdbCommand, nullptr, nullptr);
}
inline ITargetDeviceOutputPtr FAndroidTargetDevice::CreateDeviceOutputRouter(FOutputDevice* Output) const
{
FAndroidTargetDeviceOutputPtr DeviceOutputPtr = MakeShareable(new FAndroidTargetDeviceOutput());
if (DeviceOutputPtr->Init(*this, Output))
{
return DeviceOutputPtr;
}
return nullptr;
}
/* FAndroidTargetDevice implementation
*****************************************************************************/
inline bool FAndroidTargetDevice::GetAdbFullFilename(FString& OutFilename)
{
TOptional<FString> ResultPath;
// get the SDK binaries folder
TCHAR AndroidDirectory[32768] = { 0 };
FPlatformMisc::GetEnvironmentVariable(TEXT("ANDROID_HOME"), AndroidDirectory, 32768);
if (AndroidDirectory[0] == 0)
{
return false;
}
#if PLATFORM_WINDOWS
OutFilename = FString::Printf(TEXT("%s\\platform-tools\\adb.exe"), AndroidDirectory);
#else
OutFilename = FString::Printf(TEXT("%s/platform-tools/adb"), AndroidDirectory);
#endif
return true;
}
inline bool FAndroidTargetDevice::ExecuteAdbCommand( const FString& CommandLine, FString* OutStdOut, FString* OutStdErr ) const
{
FString Filename;
if (!GetAdbFullFilename(Filename))
{
return false;
}
// execute the command
int32 ReturnCode;
FString DefaultError;
// make sure there's a place for error output to go if the caller specified NULL
if (!OutStdErr)
{
OutStdErr = &DefaultError;
}
FString CommandLineWithDevice;
// the devices command should never include a specific device
if (CommandLine == TEXT("devices"))
{
CommandLineWithDevice = CommandLine;
}
else
{
CommandLineWithDevice = FString::Printf(TEXT("-s %s %s"), *SerialNumber, *CommandLine);
}
FPlatformProcess::ExecProcess(*Filename, *CommandLineWithDevice, &ReturnCode, OutStdOut, OutStdErr);
if (ReturnCode != 0)
{
FPlatformMisc::LowLevelOutputDebugStringf(TEXT("The Android SDK command '%s' failed to run. Return code: %d, Error: %s\n"), *CommandLineWithDevice, ReturnCode, **OutStdErr);
return false;
}
return true;
}