File size: 5,431 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettingsBackedByCVars.h"
#include "Engine/PlatformSettings.h"
#include "GameplayTagContainer.h"
#include "LyraPerformanceSettings.generated.h"
enum class ELyraDisplayablePerformanceStat : uint8;
class UObject;
// Describes one platform-specific device profile variant that the user can choose from in the UI
USTRUCT()
struct FLyraQualityDeviceProfileVariant
{
GENERATED_BODY()
// The display name for this device profile variant (visible in the options screen)
UPROPERTY(EditAnywhere)
FText DisplayName;
// The suffix to append to the base device profile name for the current platform
UPROPERTY(EditAnywhere)
FString DeviceProfileSuffix;
// The minimum required refresh rate to enable this mode
// (e.g., if this is set to 120 Hz and the device is connected
// to a 60 Hz display, it won't be available)
UPROPERTY(EditAnywhere)
int32 MinRefreshRate = 0;
};
// Describes a set of performance stats that the user can enable in settings,
// predicated on passing a visibility query on platform traits
USTRUCT()
struct FLyraPerformanceStatGroup
{
GENERATED_BODY()
// A query on platform traits to determine whether or not it will be possible
// to show a set of stats
UPROPERTY(EditAnywhere, meta=(Categories = "Input,Platform.Trait"))
FGameplayTagQuery VisibilityQuery;
// The set of stats to allow if the query passes
UPROPERTY(EditAnywhere)
TSet<ELyraDisplayablePerformanceStat> AllowedStats;
};
// How hare frame pacing and overall graphics settings controlled/exposed for the platform?
UENUM()
enum class ELyraFramePacingMode : uint8
{
// Manual frame rate limits, user is allowed to choose whether or not to lock to vsync
DesktopStyle,
// Limits handled by choosing present intervals driven by device profiles
ConsoleStyle,
// Limits handled by a user-facing choice of frame rate from among ones allowed by device profiles for the specific device
MobileStyle
};
UCLASS(config=Game, defaultconfig)
class ULyraPlatformSpecificRenderingSettings : public UPlatformSettings
{
GENERATED_BODY()
public:
ULyraPlatformSpecificRenderingSettings();
// Helper method to get the performance settings object, directed via platform settings
static const ULyraPlatformSpecificRenderingSettings* Get();
public:
// The default variant suffix to append, should typically be a member of
// UserFacingDeviceProfileOptions unless there is only one for the current platform
//
// Note that this will usually be set from platform-specific ini files, not via the UI
UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles)
FString DefaultDeviceProfileSuffix;
// The list of device profile variations to allow users to choose from in settings
//
// These should be sorted from slowest to fastest by target frame rate:
// If the current display doesn't support a user chosen refresh rate, we'll try
// previous entries until we find one that works
//
// Note that this will usually be set from platform-specific ini files, not via the UI
UPROPERTY(EditAnywhere, Config, Category=DeviceProfiles)
TArray<FLyraQualityDeviceProfileVariant> UserFacingDeviceProfileOptions;
// Does the platform support granular video quality settings?
UPROPERTY(EditAnywhere, Config, Category=VideoSettings)
bool bSupportsGranularVideoQualitySettings = true;
// Does the platform support running the automatic quality benchmark (typically this should only be true if bSupportsGranularVideoQualitySettings is also true)
UPROPERTY(EditAnywhere, Config, Category=VideoSettings)
bool bSupportsAutomaticVideoQualityBenchmark = true;
// How is frame pacing controlled
UPROPERTY(EditAnywhere, Config, Category=VideoSettings)
ELyraFramePacingMode FramePacingMode = ELyraFramePacingMode::DesktopStyle;
// Potential frame rates to display for mobile
// Note: This is further limited by Lyra.DeviceProfile.Mobile.MaxFrameRate from the
// platform-specific device profile and what the platform frame pacer reports as supported
UPROPERTY(EditAnywhere, Config, Category=VideoSettings, meta=(EditCondition="FramePacingMode==ELyraFramePacingMode::MobileStyle", ForceUnits=Hz))
TArray<int32> MobileFrameRateLimits;
};
//////////////////////////////////////////////////////////////////////
/**
* Project-specific performance profile settings.
*/
UCLASS(config=Game, defaultconfig, meta=(DisplayName="Lyra Performance Settings"))
class ULyraPerformanceSettings : public UDeveloperSettingsBackedByCVars
{
GENERATED_BODY()
public:
ULyraPerformanceSettings();
private:
// This is a special helper to expose the per-platform settings so they can be edited in the project settings
// It never needs to be directly accessed
UPROPERTY(EditAnywhere, Category = "PlatformSpecific")
FPerPlatformSettings PerPlatformSettings;
public:
// The list of frame rates to allow users to choose from in the various
// "frame rate limit" video settings on desktop platforms
UPROPERTY(EditAnywhere, Config, Category=Performance, meta=(ForceUnits=Hz))
TArray<int32> DesktopFrameRateLimits;
// The list of performance stats that can be enabled in Options by the user
UPROPERTY(EditAnywhere, Config, Category=Stats)
TArray<FLyraPerformanceStatGroup> UserFacingPerformanceStats;
};
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