294 lines
12 KiB
C++
294 lines
12 KiB
C++
// Copyright (c) Meta Platforms, Inc. and affiliates.
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#pragma once
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#include "OculusXRSetupRule.h"
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// Collection of rules related to rendering. Can be extended as needed
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namespace OculusXRRenderingRules
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{
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class FUseVulkanRule final : public ISetupRule
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{
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public:
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FUseVulkanRule()
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: ISetupRule("Rendering_UseVulkan",
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NSLOCTEXT("OculusXRRenderingRules", "UseVulkan_DisplayName", "Use Vulkan Rendering Backend"),
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NSLOCTEXT("OculusXRRenderingRules", "UseVulkan_Description", "Oculus recommends using Vulkan as the rendering backend for all mobile apps."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FUseHalfPrecisionFloatRule final : public ISetupRule
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{
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public:
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FUseHalfPrecisionFloatRule()
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: ISetupRule("Rendering_UseHalfPrecisionFloat",
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NSLOCTEXT("OculusXRRenderingRules", "UseHalfPrecisionFloat_DisplayName", "Use Half Precision Float"),
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NSLOCTEXT("OculusXRRenderingRules", "UseHalfPrecisionFloat_Description", "Half precision float provides increased shader performance."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableInstancedStereoRule final : public ISetupRule
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{
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public:
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FEnableInstancedStereoRule()
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: ISetupRule("Rendering_EnableInstancedStereo",
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NSLOCTEXT("OculusXRRenderingRules", "EnableInstancedStereo_DisplayName", "Enable Instanced Stereo"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableInstancedStereo_Description", "Instanced stereo substantially reduces draw calls, and improves rendering performance."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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ESetupRulePlatform::MetaLink) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableForwardShadingRule final : public ISetupRule
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{
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public:
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FEnableForwardShadingRule()
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: ISetupRule("Rendering_EnableForwardShading",
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NSLOCTEXT("OculusXRRenderingRules", "EnableForwardShading_DisplayName", "Enable Forward Shading"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableForwardShading_Description", "Forward shading is often better suited for VR rendering."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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ESetupRulePlatform::MetaQuest_2) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableMSAARule final : public ISetupRule
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{
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public:
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FEnableMSAARule()
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: ISetupRule("Rendering_EnableMSAA",
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NSLOCTEXT("OculusXRRenderingRules", "EnableMSAA_DisplayName", "Enable MSAA"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableMSAA_Description", "MSAA provides higher quality antialiasing at a reasonable cost."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableOcclusionCullingRule final : public ISetupRule
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{
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public:
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FEnableOcclusionCullingRule()
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: ISetupRule("Rendering_EnableOcclusionCulling",
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NSLOCTEXT("OculusXRRenderingRules", "EnableOcclusionCulling_DisplayName", "Enable Occlusion Culling"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableOcclusionCulling_Description", "Occlusion culling can provide significant performance gains."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableDynamicFoveationRule final : public ISetupRule
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{
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public:
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FEnableDynamicFoveationRule()
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: ISetupRule("Rendering_EnableDynamicFoveation",
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NSLOCTEXT("OculusXRRenderingRules", "EnableDynamicFoveation_DisplayName", "Enable Dynamic Foveation"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableDynamicFoveation_Description", "Dynamic foveated rendering significantly reduces rendering cost."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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#ifdef WITH_OCULUS_BRANCH
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class FEnableDynamicResolutionRule final : public ISetupRule
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{
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public:
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FEnableDynamicResolutionRule()
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: ISetupRule("Rendering_EnableDynamicResolution",
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NSLOCTEXT("OculusXRRenderingRules", "EnableDynamicResolution_DisplayName", "Enable Dynamic Resolution"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableDynamicResolution_Description", "Dynamic resolution rendering significantly reduces rendering cost."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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#endif
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class FDisableLensFlareRule final : public ISetupRule
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{
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public:
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FDisableLensFlareRule()
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: ISetupRule("Rendering_DisableLensFlare",
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NSLOCTEXT("OculusXRRenderingRules", "DisableLensFlare_DisplayName", "Disable Lens Flare"),
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NSLOCTEXT("OculusXRRenderingRules", "DisableLensFlare_Description", "Lens flare can be expensive and exhibit visible artifacts in VR."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FDisablePostProcessingRule final : public ISetupRule
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{
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public:
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FDisablePostProcessingRule()
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: ISetupRule("Rendering_DisablePostProcessing",
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NSLOCTEXT("OculusXRRenderingRules", "DisablePostProcessing_DisplayName", "Disable Post Processing"),
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NSLOCTEXT("OculusXRRenderingRules", "DisablePostProcessing_Description", "Mobile HDR has performance and stability issues in VR. We strongly recommend disabling it."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FDisableAmbientOcclusionRule final : public ISetupRule
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{
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public:
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FDisableAmbientOcclusionRule()
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: ISetupRule("Rendering_DisableAmbientOcclusion",
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NSLOCTEXT("OculusXRRenderingRules", "DisableAmbientOcclusion_DisplayName", "Disable Ambient Occlusion"),
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NSLOCTEXT("OculusXRRenderingRules", "DisableAmbientOcclusion_Description", "Ambient occlusion has performance issues. We recommend disabling it."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableMultiViewRule final : public ISetupRule
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{
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public:
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FEnableMultiViewRule()
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: ISetupRule("Rendering_EnableMultiView",
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NSLOCTEXT("OculusXRRenderingRules", "EnableMultiView_DisplayName", "Enable Mobile Multiveiw"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableMultiView_Description", "Enable mobile multi-view and direct mobile multi-view to significantly reduce CPU overhead."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FEnableStaticLightingRule final : public ISetupRule
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{
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public:
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FEnableStaticLightingRule()
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: ISetupRule("Rendering_EnableStaticLighting",
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NSLOCTEXT("OculusXRRenderingRules", "EnableStaticLighting_DisplayName", "Enable Static Lighting"),
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NSLOCTEXT("OculusXRRenderingRules", "EnableStaticLighting_Description", "Static lighting should be disallowed only if project is intended to be 100% dynamically lit."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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All_Platforms) {}
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virtual bool IsApplied() const override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FDisableMobileShaderStaticAndCSMShadowReceiversRule final : public ISetupRule
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{
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public:
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FDisableMobileShaderStaticAndCSMShadowReceiversRule()
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: ISetupRule(
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"Rendering_MobileShaderStaticAndCSMShadowReceivers",
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderStaticAndCSMShadowReceivers_DisplayName", "Disable Support Combined Static and CSM Shadowing"),
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderStaticAndCSMShadowReceivers_Description", "The project does not contain any stationary lights. Support Combined Static and CSM Shadowing can be disabled to reduce shader permutations."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance) {}
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virtual bool IsApplied() const override;
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virtual bool IsValid() override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FDisableMobileShaderAllowDistanceFieldShadowsRule final : public ISetupRule
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{
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public:
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FDisableMobileShaderAllowDistanceFieldShadowsRule()
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: ISetupRule("Rendering_MobileShaderAllowDistanceFieldShadows",
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderAllowDistanceFieldShadows_DisplayName", "Disable Support Support Distance Field Shadows"),
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderAllowDistanceFieldShadows_Description", "The project does not contain any stationary lights. Support Support Distance Field Shadows can be disabled to reduce shader permutations."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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virtual bool IsValid() override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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class FDisableMobileShaderAllowMovableDirectionalLightsRule final : public ISetupRule
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{
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public:
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FDisableMobileShaderAllowMovableDirectionalLightsRule()
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: ISetupRule("Rendering_MobileShaderAllowMovableDirectionalLights",
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderAllowMovableDirectionalLights_DisplayName", "Disable Support Movable Directional Lights"),
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NSLOCTEXT("OculusXRRenderingRules", "MobileShaderAllowMovableDirectionalLights_Description", "The project does not contain any movable lights. Support Movable Directional Lights can be disabled to reduce shader permutations."),
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ESetupRuleCategory::Rendering,
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ESetupRuleSeverity::Performance,
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MetaQuest_All) {}
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virtual bool IsApplied() const override;
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virtual bool IsValid() override;
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protected:
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virtual void ApplyImpl(bool& OutShouldRestartEditor) override;
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};
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// All defined rendering rules. Add new rules to this table for them to be auto-registered
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inline TArray<SetupRulePtr> RenderingRules_Table{
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MakeShared<FUseVulkanRule>(),
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MakeShared<FUseHalfPrecisionFloatRule>(),
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MakeShared<FEnableInstancedStereoRule>(),
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MakeShared<FEnableForwardShadingRule>(),
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MakeShared<FEnableMSAARule>(),
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MakeShared<FEnableOcclusionCullingRule>(),
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MakeShared<FEnableDynamicFoveationRule>(),
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#ifdef WITH_OCULUS_BRANCH
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MakeShared<FEnableDynamicResolutionRule>(),
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#endif
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MakeShared<FDisableLensFlareRule>(),
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MakeShared<FDisablePostProcessingRule>(),
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MakeShared<FDisableAmbientOcclusionRule>(),
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MakeShared<FEnableMultiViewRule>(),
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MakeShared<FEnableStaticLightingRule>(),
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MakeShared<FDisableMobileShaderStaticAndCSMShadowReceiversRule>(),
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MakeShared<FDisableMobileShaderAllowDistanceFieldShadowsRule>(),
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MakeShared<FDisableMobileShaderAllowMovableDirectionalLightsRule>()
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};
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} // namespace OculusXRRenderingRules
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