185 lines
9.1 KiB
C++
185 lines
9.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MacTargetSettings.h: Declares the UMacTargetSettings class.
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "MacTargetSettings.generated.h"
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UENUM()
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enum class EMacMetalShaderStandard : uint8
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{
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/** Metal Shader 2.2 is the minimum*/
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MacMetalSLStandard_Minimum = 0 UMETA(DisplayName="Minimum, Currently v2.2 (10.15+)"),
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/** Metal Shaders Compatible With macOS 10.15 or later (std=osx-metal2.2) */
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MacMetalSLStandard_2_2 = 5 UMETA(DisplayName="Metal v2.2 (10.15+)"),
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/** Metal Shaders Compatible With macOS 11.0 or later (std=osx-metal2.3) */
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MacMetalSLStandard_2_3 = 6 UMETA(DisplayName="Metal v2.3 (11.0+)"),
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/** Metal Shaders Compatible With macOS 12.0 or later (std=osx-metal2.4) */
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MacMetalSLStandard_2_4 = 7 UMETA(DisplayName="Metal v2.4 (12.0+)"),
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/** Metal Shaders Compatible With macOS 13.0 or later (std=metal3.0) */
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MacMetalSLStandard_3_0 = 8 UMETA(DisplayName="Metal v3.0 (13.0+)"),
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};
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UENUM()
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enum class EMacTargetArchitecture : uint8
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{
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/** Create packages that can run natively on Intel Macs and under translation on Apple Silicon Macs */
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MacTargetArchitectureIntel = 0 UMETA(DisplayName="Intel x64"),
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/** Create Universal packages that run natively on all Macs */
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MacTargetArchitectureUniversal = 1 UMETA(DisplayName="Universal (Intel & Apple Silicon)"),
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/** Create packages that can run natively on Apple Silicon Macs, and will not run on Intel Macs */
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MacTargetArchitectureAppleSilicon = 2 UMETA(DisplayName="Apple Silicon"),
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/** Create packages that match the architecture of the Mac the package is made on */
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MacTargetArchitectureHost = 3 UMETA(DisplayName="Host (Matches current machine)"),
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};
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/**
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* Implements the settings for the Mac target platform.
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*/
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UCLASS(config=Engine, defaultconfig)
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class MACTARGETPLATFORMSETTINGS_API UMacTargetSettings
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: public UObject
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{
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public:
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GENERATED_UCLASS_BODY()
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/**
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* The collection of RHI's we want to support on this platform.
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* This is not always the full list of RHI we can support.
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*/
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UPROPERTY(EditAnywhere, config, Category=Rendering)
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TArray<FString> TargetedRHIs;
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/**
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* The set of architecture(s) this project supports for Editor builds
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* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon).
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* It is recommended to use Universal unless you have editor plugins or other libraries that do not support Apple Silicon
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*/
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UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Supported Architecture(s) for Editor builds"))
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EMacTargetArchitecture EditorTargetArchitecture;
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/**
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* The target Mac platform CPU architecture.
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* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon).
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* It is recommended to use Universal unless you have runtime plugins or other libraries that do not support Apple Silicon
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*/
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UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Supported Architecture(s) for non-Editor builds"))
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EMacTargetArchitecture TargetArchitecture;
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/**
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* The architecture to compile the Editor target
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* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon), or Host to match the machine doing the building
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* Can override with -Architecture= on the UBT commandline, or -EditorArchitecture= on the BuildCookRun commandline
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*/
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UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Architecture(s) when building Editor"))
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EMacTargetArchitecture EditorDefaultArchitecture;
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/**
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* The architectures to compile non-Editor (games, programs, etc) targets for builds outside of Xcode
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* This defines which CPU architectures to target: x86_64 (Intel), arm64 (Apple Silicon) or Universal (Intel & Apple Silicon), or Host to match the machine doing the building
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* Can override with -Architecture= on the UBT commandline, or -GameArchitecture= or -ProgramArchitecture= on the BuildCookRun commandline
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*/
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UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Architecture(s) when building non-Editor"))
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EMacTargetArchitecture DefaultArchitecture;
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/**
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* If true, builds running on BuildMachines (when the 'IsBuildMachine' environment variable is set to 1) will compile all Supported architectures
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*/
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UPROPERTY(EditAnywhere, config, Category=Packaging, meta = (DisplayName = "Build all supported Architectures on Build Machines"))
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bool bBuildAllSupportedOnBuildMachine;
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/**
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* The Metal shader language version which will be used when compiling the shaders.
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*/
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UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Metal Shader Standard To Target", ConfigRestartRequired = true))
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int32 MetalLanguageVersion;
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/**
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* Whether to use the Metal shading language's "fast" intrinsics.
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* Fast intrinsics assume that no NaN or INF value will be provided as input,
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* so are more efficient. However, they will produce undefined results if NaN/INF
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* is present in the argument/s. By default fast-instrinics are disabled so Metal correctly handles NaN/INF arguments.
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*/
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UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Use Fast-Math intrinsics", ConfigRestartRequired = true))
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bool UseFastIntrinsics;
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/**
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* Whether to use of Metal shader-compiler's -ffast-math optimisations.
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* Fast-Math performs algebraic-equivalent & reassociative optimisations not permitted by the floating point arithmetic standard (IEEE-754).
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* These can improve shader performance at some cost to precision and can lead to NaN/INF propagation as they rely on
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* shader inputs or variables not containing NaN/INF values. By default fast-math is enabled for performance.
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*/
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UPROPERTY(EditAnywhere, config, Category=Rendering, meta = (DisplayName = "Enable Fast-Math optimisations", ConfigRestartRequired = true))
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bool EnableMathOptimisations;
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/** Whether to compile shaders using a tier Indirect Argument Buffers. */
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UPROPERTY(config, EditAnywhere, Category = Rendering, Meta = (DisplayName = "Tier of Indirect Argument Buffers to use when compiling shaders", ConfigRestartRequired = true))
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int32 IndirectArgumentTier;
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/** Sample rate to run the audio mixer with. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", Meta = (DisplayName = "Audio Mixer Sample Rate"))
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int32 AudioSampleRate;
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/** The amount of audio to compute each callback block. Lower values decrease latency but may increase CPU cost. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "512", ClampMax = "4096", DisplayName = "Callback Buffer Size"))
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int32 AudioCallbackBufferFrameSize;
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/** The number of buffers to keep enqueued. More buffers increases latency, but can compensate for variable compute availability in audio callbacks on some platforms. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "1", UIMin = "1", DisplayName = "Number of Buffers To Enqueue"))
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int32 AudioNumBuffersToEnqueue;
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/** 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. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Max Channels"))
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int32 AudioMaxChannels;
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/** 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. */
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UPROPERTY(config, EditAnywhere, Category = "Audio", meta = (ClampMin = "0", UIMin = "0", DisplayName = "Number of Source Workers"))
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int32 AudioNumSourceWorkers;
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/** Which of the currently enabled spatialization plugins to use. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString SpatializationPlugin;
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/** Which of the currently enabled source data override plugins to use. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString SourceDataOverridePlugin;
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/** Which of the currently enabled reverb plugins to use. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString ReverbPlugin;
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/** Which of the currently enabled occlusion plugins to use. */
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UPROPERTY(config, EditAnywhere, Category = "Audio")
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FString OcclusionPlugin;
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/** Quality Level to COOK SoundCues at (if set, all other levels will be stripped by the cooker). */
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UPROPERTY(GlobalConfig, EditAnywhere, Category = "Audio|CookOverrides", meta = (DisplayName = "Sound Cue Cook Quality"))
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int32 SoundCueCookQualityIndex = INDEX_NONE;
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void virtual OverrideConfigSection(FString& InOutSectionName) override
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{
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InOutSectionName = TEXT("/Script/MacTargetPlatform.MacTargetSettings");
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}
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override
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{
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if(TargetedRHIs.Num() == 0)
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{
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TargetedRHIs.Add(TEXT("SF_METAL_SM5"));
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}
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}
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#endif
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};
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