2018-12-14 13:41:00 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "Misc/FileHelper.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITextureFormat.h"
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#include "Interfaces/ITextureFormatModule.h"
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#include "TextureCompressorModule.h"
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#include "PixelFormat.h"
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#include "ImageCore.h"
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DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatUncompressed, Log, All);
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/**
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* Macro trickery for supported format names.
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*/
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#define ENUM_SUPPORTED_FORMATS(op) \
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op(BGRA8) \
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op(G8) \
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op(G16) \
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op(VU8) \
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op(RGBA16F) \
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op(XGXR8) \
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op(RGBA8) \
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op(POTERROR)
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#define DECL_FORMAT_NAME(FormatName) static FName GTextureFormatName##FormatName = FName(TEXT(#FormatName));
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME);
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#undef DECL_FORMAT_NAME
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#define DECL_FORMAT_NAME_ENTRY(FormatName) GTextureFormatName##FormatName ,
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static FName GSupportedTextureFormatNames[] =
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{
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME_ENTRY)
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};
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#undef DECL_FORMAT_NAME_ENTRY
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#undef ENUM_SUPPORTED_FORMATS
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/**
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* Uncompressed texture format handler.
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*/
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class FTextureFormatUncompressed : public ITextureFormat
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{
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virtual bool AllowParallelBuild() const override
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{
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return true;
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}
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Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 3600060)
#rb none
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3292215 on 2017/02/08 by Nick.Shin
HTML5 emscripten: wasm and wbegl2 support
- emscripten toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3293994 on 2017/02/09 by Nick.Shin
HTML5 emscripten: wasm and webgl2 support
- OSX toolchain
#jira UEPLAT-1437 Switch [to] web assembly
#rb none
Change 3317951 on 2017/02/22 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- emscripten toolchain
WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3318669 on 2017/02/23 by Nick.Shin
HTML5 emscripten: wasm & webgl2 support - RC1
- OSX toolchain
#jira UEMOB-263 Switch [to] web assembly
#jira UEMOB-201 Support ES3 / WebGL2 in HTML5
#rb none
Change 3462146 on 2017/05/26 by Nick.Shin
HTML5 - merge from Release-4.16 to Dev-Mobile
#jira none
#rb none
#rnx
Change 3504996 on 2017/06/22 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
#codereview Jack.Porter
Change 3505056 on 2017/06/22 by Cosmin.Sulea
Back out changelist 3504996 - due to errors generated in xboxOne, PS4 and Switch versions
#rb none
Change 3508049 on 2017/06/23 by Nick.Shin
HTML5 toolchain notes corrections
#jira none
#rb none
#rnx
Change 3508663 on 2017/06/24 by Nick.Shin
HTML5LaunchHelper.exe on linux - redo
- it seems that i need to also check-in the exe and pdb file instead of having CIS make and checking-in them itself...
- modified c# program to output a version number to help track which version of HTML5LaunchHelper is running...
#jira UE-45302 HTML5LaunchHelper.exe hosts the files in the current working directory on Linux
#rnx
#rb none
Change 3509210 on 2017/06/26 by Dmitriy.Dyomin
ExposureScale will be applied during tonemap pass when MobileHDR is on
#rb jack.porter
#codereview Allan.Bentham
Change 3511058 on 2017/06/27 by Cosmin.Sulea
UEMOB-362 - Add per-texture and per-format compression quality override settings - resubmitted
#rb Dmitriy.Dyomin
#jira UEMOB-362
#codereview Dmitriy.Dyomin
Change 3511069 on 2017/06/27 by Jack.Porter
PS4, XboxOne and Switch fixes for changes to ITextureFormat interface
#rb Dmitriy.Dyomin
#jira UEMOB-362
Change 3513028 on 2017/06/28 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517409 on 2017/06/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
Change 3517730 on 2017/06/30 by Cosmin.Sulea
UEMOB-328 - Improve handling of iOS signing key on remote Mac system keychain when using remote toolchain
#rb Jack.Porter
#jira UEMOB-328
#codereview: peter.sauerbrei
Change 3517757 on 2017/06/30 by Cosmin.Sulea
UE-46245 - Building with remote toolchain does not use Project Setting for iOS signing identity which can cause signing errors
#rb Jack.Porter
#jira UE-46245
#codereview: peter.sauerbrei
Change 3518149 on 2017/06/30 by Adrian.Chelu
UE-43035 Tilt axis for X and Z are not consistent between Android and iOS devices
#rb Jack.Porter
#jira UE-46245
#codereview: Chris Babcock <chris.babcock@epicgames.com>
Change 3524242 on 2017/07/06 by Nick.Shin
HTML5 - refraction shader
note: this CL also contains fixes to webgl2 [float4 vs half2] and a [% vs Mod()] material custom function changes to some TM-ShaderModels shaders
specifically: fixes to and similar with: DitherTemporalAA
#jria UE-46434 No Refraction in QA Game TM-Shadermodels HTML5
#rb none
#rn
#codereview jack.porter dmitriy.dyomin
Change 3535295 on 2017/07/13 by Allan.Bentham
#jira UEMOB-390
Add Android cpu stats.
add 'stat AndroidCPU' to android's console spinner UI.
increase GetCPUState's core count support to 16.
#jira UE-45888
Use cvar value to limit android cpu stat update rate.
#rb none
Change 3535306 on 2017/07/13 by Allan.Bentham
Add missing pragma once
#rb none
Change 3537047 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt1
#rb none
Change 3537051 on 2017/07/13 by Ben.Marsh
Fixing case of iOS directories, pt2
#rb none
Change 3537373 on 2017/07/14 by Allan.Bentham
Add scope level android egl error verification.
work around minor issue with invalid egl config property.
#rb chris.babcock
Change 3541735 on 2017/07/18 by Allan.Bentham
Add 'sustained performance mode' support for API 24+ devices.
#jira UEMOB-386
#rb chris.babcock
Change 3543001 on 2017/07/18 by Sorin.Gradinaru
#jira UE-45766 Improved Virtual Keyboard cannot receive non-English characters.
- for Android, add an native EditBox above the virtual keyboard to receive the text and pass it to the object from the slate
#rb Chris.Babcock
Change 3554399 on 2017/07/25 by Nick.Shin
STATS disabled for non multi-threaded platforms
#jira UE-47485 ( Pri:1 - 4.18 ) Crash running Stat Command test in TM-Core on Firefox
#rnx
#rb none
Change 3554402 on 2017/07/25 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3556957 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 1 -- commenting out asmjs stuff
begin sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rnx
#rb none
Change 3557654 on 2017/07/26 by Nick.Shin
HTML5 - WASM enabled by default - part 2 -- remove asmjs code
sunsetting ASM.JS
note to self: CL#3462146 "backout" asmjs
#jira UEMOB-416 WASM enabled by default
#rn
#rb none
Change 3557910 on 2017/07/27 by Jack.Porter
Support Client configuration when packaging in the editor
#jira UE-39973
#rb Dmitriy.Dyomin
Change 3557917 on 2017/07/27 by Jack.Porter
Missing file from CL 3557910
#rb trivial
Change 3559642 on 2017/07/27 by Nick.Shin
STATS TaskGraph disabled for non multi-threaded platforms
- both "LockFree stress test" and "task graph benchmark" are disabled - no multi-threading for WASM exist yet (note: ASM.JS has been sunsetted)
- stat command crash "fixed" - but, font size are totally broken - i can look at this (much) later...
- new bug: physx will crash on "gc and level load stress test" -- please bug this as a new jira
#jira UE-47486 ( Pri:1 - 4.18 ) QAGame hard locks on Firefox when triggering Task Graph Benchmark test
#rb none
#rnx
Change 3565656 on 2017/07/31 by Dmitriy.Dyomin
Added a way to lock level position in Word Composition
#jira UE-47713
#rb none
Change 3565757 on 2017/08/01 by Dmitriy.Dyomin
compile fix
#rb none
Change 3567446 on 2017/08/01 by Chris.Babcock
Allow addElement and addElements to only insert once with once="true" attribute in UPL
#jira UE-47951
#ue4
#android
#rb Peter.Sauerbrei
Change 3567592 on 2017/08/01 by Chris.Babcock
Use absolute path for repositories for Gradle
#jira UE-47952
#ue4
#android
#rb Tim.Lincoln
Change 3568690 on 2017/08/02 by Chris.Babcock
Removed warnings for once attribute in UPL
#ue4
#android
#rb none
Change 3569975 on 2017/08/02 by Chris.Babcock
Add <baseBuildGradleAdditions> to UPL to allow additions to the root-level build.gradle
#jira UE-47995
#ue4
#android
#rb Tim.Lincoln
Change 3570117 on 2017/08/02 by Chris.Babcock
Add <setBoolFromPropertyContains> to UPL
- sets bool to true if string list in ini matches contains attribute
#jira UE-47996
#ue4
#android
#rb Jack.Porter
Change 3571552 on 2017/08/03 by Chris.Babcock
Removed unneeded settings.gradle file (generated)
#jira UE-48041
#ue4
#android
#rb none
Change 3572224 on 2017/08/04 by Dmitriy.Dyomin
Better selection tracking in world composition
#rb none
Change 3573662 on 2017/08/04 by Nick.Shin
HTML5 remove PreLoadMap "feature" (was only available/used with HTML5)
- asyncronous loads are not allowed during UEngine::LoadMap()
- the files/code will be repurposed for pakfile CHUNK support
#jira UEMOB-425 HTML5 streaming content investigation (part 1 of 2)
#rn
#rb none
Change 3574471 on 2017/08/07 by Dmitriy.Dyomin
Export ULevelStreamingKismet::LoadLevelInstance function
#rb none
Change 3576262 on 2017/08/08 by Dmitriy.Dyomin
Fixed: widget clipping issues in world composition
#rb none
Change 3576845 on 2017/08/08 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578313 on 2017/08/09 by Dmitriy.Dyomin
Added: an RHI call to invalidate/clear cached state, RHIInvalidateCachedState
#jira UEMOB-435
#rb jack.porter
Change 3578364 on 2017/08/09 by Dmitriy.Dyomin
Vertex Fog is disabled on mobile by default. If scene uses vertex fog - Mobile preview and device will show on screen message: PROJECT HAS VERTEX FOG ON MOBILE DISABLED
This saves about 90 instructions in VS and a few in PS
#jira UEMOB-166
#rb jack.porter
Change 3578703 on 2017/08/09 by Nick.Shin
set HTML5LaunchHelper application's icon to UE4.ico
forgot to check in exe and pdb file
#jira UE-19225 HTML5LaunchHelper application does not have an unreal icon
#rb none
#rnx
Change 3578961 on 2017/08/09 by Peter.Sauerbrei
deprecate IOS 8 as the minimum OS supported.
#jira UEMOB-429
#rb chris.babcock
Change 3579319 on 2017/08/09 by Peter.Sauerbrei
fixes for compile errors with Xcode 9 beta 4
#rb none
Change 3579356 on 2017/08/09 by Peter.Sauerbrei
modified minimum IOS to build with
#rb chris.babcock
Change 3579687 on 2017/08/09 by Chris.Babcock
Fix GoogleVR Gradle packaging
#jira UE-48239
#ue4
#android
#rb none
Change 3579921 on 2017/08/10 by Dmitriy.Dyomin
GitHub 3670 : More zoom levels for World Composition (300)
#contributedby: user37337
#jira UE-45977
#3670
#rb none
Change 3580576 on 2017/08/10 by Peter.Sauerbrei
detection of iPad Pro 10.5 and IPad Pro 12.9 (2nd Gen)
#rb chris.babcock
Change 3580611 on 2017/08/10 by Chris.Babcock
Set online provider back to GooglePlay and remove forcing IAP permission (contributed by umerov1999)
#jira UE-48185
#PR #3876
#ue4
#android
#rb Peter.Sauerbrei
Change 3582166 on 2017/08/11 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
PLATFORM_HTML5_WIN32 code removal tested successfully with (force rebuild and repackaging):
* Win64 server (WindowsServer)
* Win64 client (WindowsNoEditor)
* HTML5 client
all playing together via websocket net driver (i've attached a screen shot of this in jira)
code changes touches: physics, audio and main build files
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
#rb ben.marsh
#rnx
#codereview josh.adams
#fyi ori.cohen, aaron.mclera
Change 3582474 on 2017/08/11 by Chris.Babcock
Don't use V2 signing for Gear VR APKs
#jira UE-48354
#ue4
#android
#rb Peter.Sauerbrei
Change 3582614 on 2017/08/11 by Chris.Babcock
Filter out unneeded architectures from APK for Gradle builds
#jira UE-48355
#ue4
#android
#rb Peter.Sauerbrei
Change 3582923 on 2017/08/11 by Nick.Shin
backport release 4.17 to dev-mobile
#jira none
#rb none
#rnx
Change 3582924 on 2017/08/11 by Nick.Shin
FNetworkFileServerHttp - error gracefully when port is already in use
#jira UE-46409 [CrashReport] Assertion on Mac: Could not create a libwebsocket - FNetworkFileServerHttp::Init()
#rnx
#rb none
Change 3582925 on 2017/08/11 by Nick.Shin
HTML5 - turn off pak file compression in favor of gzip packages
#jira UE-46729 HTML5 - on shipping builds - turn off pak file compression in favor of gzip packages
#rn
#rb none
Change 3583943 on 2017/08/14 by Cosmin.Sulea
UEMOB-363 - second iteration - Project wide texture quality control by texture group
#rb Dmitriy Dyomin
#jira UEMOB-363
Change 3583967 on 2017/08/14 by Cosmin.Sulea
Back out changelist 3583943
#rb none
Change 3584121 on 2017/08/14 by Peter.Sauerbrei
fix for mac compile failure
#rb none
Change 3587877 on 2017/08/15 by Peter.Sauerbrei
josh's suggested fix is not working for Xcode 8.3, so brute forcing for now
#rb none
Change 3588612 on 2017/08/15 by Peter.Sauerbrei
Xcode 9 project compatbility updates
#rb chris.babcock
#codereview michael.trepka
Change 3589223 on 2017/08/15 by Dmitriy.Dyomin
Fixed: bNavigationAutoUpdateEnabled was not always working when reopeinig the map
Fixed: Navigation Build was not clearing some mesh tiles when bNavigationAutoUpdateEnabled is enabled
Fixed: Streaming out a level in editor was not always updating NavMesh debug draw
#rb lukasz.furman
Change 3589900 on 2017/08/16 by Dmitriy.Dyomin
Support vulkan validation layers on Android, only in Debug and Development configuration (requires r.Vulkan.EnableValidation=1)
#codereview chris.babcock, rolando.caloca
#rb none
Change 3590592 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 OSX
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 OSX
Change 3590597 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 Linux
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Linux
Change 3590624 on 2017/08/16 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain
Change 3591720 on 2017/08/16 by Chris.Babcock
Enable Gradle by default and add button to accept Android SDK license to project settings
#jira UE-48519
#ue4
#android
#rb Tim.Lincoln
#fyi Peter.Sauerbrei
Change 3591998 on 2017/08/16 by Chris.Babcock
Fix nonunity build
#ue4
#android
#rb none
Change 3592407 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 Win64
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 Win64
Change 3592479 on 2017/08/17 by Nick.Shin
HTML5 3rd Party Libs - compiled with emscripten 1.37.19
#jira UE-47813
#rb none
#rn HTML5 3rd Party Libs - compiled with emscripten 1.37.19 toolchain
Change 3592480 on 2017/08/17 by Nick.Shin
HTML5 emscripten 1.37.19 toolchain Epic edits
as well as setting UE4 HTML c# scripts to use new toolchain
#jira UE-47813
#rb none
#rn HTML5 emscripten 1.37.19 toolchain Epic edits
Change 3592481 on 2017/08/17 by Nick.Shin
HTML5 remove old emscripten toolchain
#jira UE-47813
#rb none
#rn HTML5 remove old emscripten toolchain
Change 3592485 on 2017/08/17 by Nick.Shin
HTML5 undo CanUseXGE - this might be breaking CIS for HTML5 builds...
#jira UE-47813
#rb none
#rnx
Change 3592549 on 2017/08/17 by Dmitriy.Dyomin
Added GetDiskTotalAndFreeSpace for IOS and Android
#jira UE-46479
#codereview chris.babcock, peter.sauerbrei
#rb none
Change 3594045 on 2017/08/17 by Peter.Sauerbrei
comment about potential failure case in the remote tool chain
#rb none
Change 3594342 on 2017/08/17 by Peter.Sauerbrei
Merging
//UE4/Main/...
to //UE4/Dev-Mobile/...
#rb none
Change 3594920 on 2017/08/17 by Peter.Sauerbrei
fix for non-unity builds (accidentally merged something incorrectly)
#rb none
Change 3595347 on 2017/08/17 by Chris.Babcock
merge fixes for Android
#ue4
#android
#rb Peter.Sauerbrei
#lockdown Peter.Sauerbrei
Change 3595752 on 2017/08/17 by Chris.Babcock
Update Facebook plugin to support Gradle
#jira UE-48569
#ue4
#android
#fyi Josh.Markiewicz
#rb none
#lockdown Peter.Sauerbrei
Change 3595849 on 2017/08/17 by Chris.Babcock
Fix issue with libovrplatformloader.so for non armv7 targets
#jira UE-48533
#ue4
#android
#rb none
#lockdown Peter.Sauerbrei
Change 3596419 on 2017/08/18 by Peter.Sauerbrei
fix for Mac Editor build failure
#rb none
Change 3597023 on 2017/08/18 by Peter.Sauerbrei
fix for game editor build failure
#rb none
Change 3597032 on 2017/08/18 by Peter.Sauerbrei
fix for app bundle id in Info-Editor.plist
#rb none
Change 3597034 on 2017/08/18 by Peter.Sauerbrei
put back the info.plist, found the real problem
#rb none
Change 3597197 on 2017/08/18 by Peter.Sauerbrei
pull Info.plist from the build products
#rb none
[CL 3600450 by Chris Babcock in Main branch]
2017-08-21 15:05:19 -04:00
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virtual uint16 GetVersion(
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FName Format,
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const struct FTextureBuildSettings* BuildSettings = nullptr
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) const override
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2014-03-14 14:13:41 -04:00
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{
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return 0;
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}
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2014-06-13 06:14:46 -04:00
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virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
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2014-03-14 14:13:41 -04:00
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{
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2019-09-28 08:19:35 -04:00
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for (int32 i = 0; i < UE_ARRAY_COUNT(GSupportedTextureFormatNames); ++i)
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2014-03-14 14:13:41 -04:00
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{
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OutFormats.Add(GSupportedTextureFormatNames[i]);
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}
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}
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2014-04-23 20:04:50 -04:00
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2014-06-13 06:14:46 -04:00
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virtual FTextureFormatCompressorCaps GetFormatCapabilities() const override
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{
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return FTextureFormatCompressorCaps(); // Default capabilities.
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}
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2014-03-14 14:13:41 -04:00
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virtual bool CompressImage(
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const FImage& InImage,
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const struct FTextureBuildSettings& BuildSettings,
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bool bImageHasAlphaChannel,
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FCompressedImage2D& OutCompressedImage
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2014-06-13 06:14:46 -04:00
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) const override
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2014-03-14 14:13:41 -04:00
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{
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if (BuildSettings.TextureFormatName == GTextureFormatNameG8)
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{
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FImage Image;
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Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
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InImage.CopyTo(Image, ERawImageFormat::G8, BuildSettings.GetGammaSpace());
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2014-03-14 14:13:41 -04:00
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
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2019-09-14 09:45:25 -04:00
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
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2014-03-14 14:13:41 -04:00
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OutCompressedImage.PixelFormat = PF_G8;
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OutCompressedImage.RawData = Image.RawData;
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return true;
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}
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2019-09-22 16:19:26 -04:00
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else if (BuildSettings.TextureFormatName == GTextureFormatNameG16)
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{
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::G16, EGammaSpace::Linear);
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
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OutCompressedImage.SizeZ = BuildSettings.bVolume ? Image.NumSlices : 1;
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OutCompressedImage.PixelFormat = PF_G16;
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OutCompressedImage.RawData = Image.RawData;
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return true;
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}
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2014-03-14 14:13:41 -04:00
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else if (BuildSettings.TextureFormatName == GTextureFormatNameVU8)
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{
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FImage Image;
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Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
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2014-03-14 14:13:41 -04:00
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
|
2019-09-14 09:45:25 -04:00
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
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2014-03-14 14:13:41 -04:00
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OutCompressedImage.PixelFormat = PF_V8U8;
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uint32 NumTexels = Image.SizeX * Image.SizeY * Image.NumSlices;
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OutCompressedImage.RawData.Empty(NumTexels * 2);
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OutCompressedImage.RawData.AddUninitialized(NumTexels * 2);
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const FColor* FirstColor = Image.AsBGRA8();
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const FColor* LastColor = FirstColor + NumTexels;
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2014-09-29 04:23:44 -04:00
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int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
|
2014-03-14 14:13:41 -04:00
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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*Dest++ = (int32)Color->R - 128;
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*Dest++ = (int32)Color->G - 128;
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}
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return true;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameBGRA8)
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|
|
|
{
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|
|
|
|
FImage Image;
|
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
|
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
|
2014-03-14 14:13:41 -04:00
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
|
2019-09-14 09:45:25 -04:00
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
|
2014-03-14 14:13:41 -04:00
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OutCompressedImage.PixelFormat = PF_B8G8R8A8;
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OutCompressedImage.RawData = Image.RawData;
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return true;
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}
|
2014-05-22 09:13:12 -04:00
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA8)
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|
|
|
{
|
|
|
|
|
FImage Image;
|
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
|
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|
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
|
2014-05-22 09:13:12 -04:00
|
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
|
2019-09-14 09:45:25 -04:00
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
|
2014-05-22 09:13:12 -04:00
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OutCompressedImage.PixelFormat = PF_B8G8R8A8;
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// swizzle each texel
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uint32 NumTexels = Image.SizeX * Image.SizeY * Image.NumSlices;
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OutCompressedImage.RawData.Empty(NumTexels * 4);
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OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
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const FColor* FirstColor = Image.AsBGRA8();
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const FColor* LastColor = FirstColor + NumTexels;
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2014-09-29 04:23:44 -04:00
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int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
|
2014-05-22 09:13:12 -04:00
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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*Dest++ = (int32)Color->R;
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*Dest++ = (int32)Color->G;
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*Dest++ = (int32)Color->B;
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*Dest++ = (int32)Color->A;
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}
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return true;
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}
|
2014-03-14 14:13:41 -04:00
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else if (BuildSettings.TextureFormatName == GTextureFormatNameXGXR8)
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|
|
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{
|
|
|
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FImage Image;
|
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
|
|
|
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
|
2014-03-14 14:13:41 -04:00
|
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|
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
|
2019-09-14 09:45:25 -04:00
|
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
|
2014-03-14 14:13:41 -04:00
|
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|
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
|
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|
|
|
|
|
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// swizzle each texel
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|
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|
uint32 NumTexels = Image.SizeX * Image.SizeY * Image.NumSlices;
|
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OutCompressedImage.RawData.Empty(NumTexels * 4);
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|
OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
|
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const FColor* FirstColor = Image.AsBGRA8();
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const FColor* LastColor = FirstColor + NumTexels;
|
2014-09-29 04:23:44 -04:00
|
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int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
|
2014-03-14 14:13:41 -04:00
|
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|
|
|
|
|
|
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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*Dest++ = (int32)Color->B;
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*Dest++ = (int32)Color->G;
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*Dest++ = (int32)Color->A;
|
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*Dest++ = (int32)Color->R;
|
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|
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|
}
|
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return true;
|
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|
|
|
}
|
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|
else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
|
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|
|
|
{
|
|
|
|
|
FImage Image;
|
Gamma Correction - Changing the way all FColors are converted into FLinearColor by default. Previously all sRGB textures coming into the engine along with all other usage of FColor -> FLinearColor used a lookup table that assumed the final gamma correction would simply be pow(color, 1/DisplayGamma). However, that's not the case, we use the IEC 61966-2-1 standard on most platforms for both the scene renderer, as well as for gamma correction in Slate. In Slate you should now see an image matching Photoshop instead of being slightly darker in the lower ranges. However, because we don't want to invalidate all existing textures that users have authored, all existing UTextures have a UseLegacyGamma flag set to true, all new textures will be set to false. The flag is part of the DDC key calculation, but steps were taken so that when legacy is true, keys match existing keys to prevent universally invalidating all games DDCs just to make this change.
To summarize,
Old Pipeline: sRGB-Pow(2.2) -> Linear -> sRGB-IEC 61966
New Pipeline: sRGB-IEC 61966 -> Linear -> sRGB-IEC 61966
#codereview gil.gribb, nick.penwarden, martin.mittring
[CL 2571070 by Nick Darnell in Main branch]
2015-05-29 16:03:43 -04:00
|
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InImage.CopyTo(Image, ERawImageFormat::RGBA16F, EGammaSpace::Linear);
|
2014-03-14 14:13:41 -04:00
|
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OutCompressedImage.SizeX = Image.SizeX;
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OutCompressedImage.SizeY = Image.SizeY;
|
2019-09-14 09:45:25 -04:00
|
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OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
|
2014-03-14 14:13:41 -04:00
|
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|
OutCompressedImage.PixelFormat = PF_FloatRGBA;
|
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|
|
|
OutCompressedImage.RawData = Image.RawData;
|
|
|
|
|
|
2015-06-15 15:39:57 -04:00
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return true;
|
|
|
|
|
}
|
|
|
|
|
else if (BuildSettings.TextureFormatName == GTextureFormatNamePOTERROR)
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|
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{
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|
|
|
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// load the error image data we will just repeat into the texture
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|
TArray<uint8> ErrorData;
|
2019-11-27 01:36:15 -05:00
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|
FFileHelper::LoadFileToArray(ErrorData, *(FPaths::EngineDir() / TEXT("Content/MobileResources/PowerOfTwoError64x64.raw")));
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|
check(ErrorData.Num() == 16384);
|
2015-06-15 15:39:57 -04:00
|
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// set output
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OutCompressedImage.SizeX = InImage.SizeX;
|
|
|
|
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OutCompressedImage.SizeY = InImage.SizeY;
|
2019-09-14 09:45:25 -04:00
|
|
|
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? InImage.NumSlices : 1;
|
2015-06-15 15:39:57 -04:00
|
|
|
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
|
|
|
|
|
|
|
|
|
|
// allocate output memory
|
|
|
|
|
check(InImage.NumSlices == 1);
|
|
|
|
|
uint32 NumTexels = InImage.SizeX * InImage.SizeY;
|
|
|
|
|
OutCompressedImage.RawData.Empty(NumTexels * 4);
|
|
|
|
|
OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
|
|
|
|
|
|
|
|
|
|
// write out texels
|
|
|
|
|
uint8* Src = ErrorData.GetData();
|
|
|
|
|
uint8* Dest = (uint8*)OutCompressedImage.RawData.GetData();
|
|
|
|
|
for (int32 Y = 0; Y < InImage.SizeY; Y++)
|
|
|
|
|
{
|
|
|
|
|
for (int32 X = 0; X < InImage.SizeX * 4; X++)
|
|
|
|
|
{
|
|
|
|
|
int32 SrcX = X & (64 * 4 - 1);
|
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|
|
int32 SrcY = Y & 63;
|
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|
|
|
Dest[Y * InImage.SizeX * 4 + X] = Src[SrcY * 64 * 4 + SrcX];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UE_LOG(LogTextureFormatUncompressed, Warning,
|
|
|
|
|
TEXT("Cannot convert uncompressed image to format '%s'."),
|
|
|
|
|
*BuildSettings.TextureFormatName.ToString()
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Module for uncompressed texture formats.
|
|
|
|
|
*/
|
|
|
|
|
static ITextureFormat* Singleton = NULL;
|
|
|
|
|
|
|
|
|
|
class FTextureFormatUncompressedModule : public ITextureFormatModule
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
virtual ~FTextureFormatUncompressedModule()
|
|
|
|
|
{
|
|
|
|
|
delete Singleton;
|
|
|
|
|
Singleton = NULL;
|
|
|
|
|
}
|
|
|
|
|
virtual ITextureFormat* GetTextureFormat()
|
|
|
|
|
{
|
|
|
|
|
if (!Singleton)
|
|
|
|
|
{
|
|
|
|
|
Singleton = new FTextureFormatUncompressed();
|
|
|
|
|
}
|
|
|
|
|
return Singleton;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_MODULE(FTextureFormatUncompressedModule, TextureFormatUncompressed);
|
|
|
|
|
|