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UnrealEngineUWP/Engine/Source/Developer/TextureFormat/Private/TextureFormatManagerModule.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Interfaces/ITextureFormatManagerModule.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "Modules/ModuleManager.h"
#include "TextureFormatManager.h"
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatManager, Log, All);
/**
* Module for the target platform manager
*/
class FTextureFormatManagerModule
: public ITextureFormatManagerModule
{
public:
enum class EInitPhase
{
JustConstructedNotInit = 0,
Invalidated = 1,
GetTextureFormatsInProgressDontTouch = 2,
GetTextureFormatsPartialOkayToRead = 3, // values >= here are okay to make queries
GetTextureFormatsDone = 4
};
/** Default constructor. */
FTextureFormatManagerModule()
: ModuleName(TEXT("TextureFormat"))
, bForceCacheUpdate(true)
, bModuleChangeCallbackEnabled(false)
, TextureFormatsInitPhase(EInitPhase::JustConstructedNotInit)
{
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FTextureFormatManagerModule::ModulesChangesCallback);
// not usable until first Invalidate is called
}
/** Destructor. */
virtual ~FTextureFormatManagerModule() = default;
virtual void ShutdownModule()
{
FModuleManager::Get().OnModulesChanged().RemoveAll(this);
}
virtual const TArray<const ITextureFormat*>& GetTextureFormats() override
{
// should not be called recursively while I am building the list :
check( TextureFormatsInitPhase!= EInitPhase::GetTextureFormatsInProgressDontTouch );
// bForceCacheUpdate should be true on first call, so we don't need a separate static init flag
if ( bForceCacheUpdate )
{
// turn off flag immediately so that repeated calls to GetTextureFormats will not come in here again
bForceCacheUpdate = false;
bModuleChangeCallbackEnabled = false; // don't re-call me from my own module loads
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsInProgressDontTouch;
// note the first time this is done is from FTargetPlatformManagerModule::FTargetPlatformManagerModule()
// so calls to it are dangerous
TextureFormats.Empty(TextureFormats.Num());
TextureFormatMetadata.Empty(TextureFormatMetadata.Num());
TArray<FName> Modules;
FModuleManager::Get().FindModules(TEXT("*TextureFormat*"), Modules);
if (!Modules.Num())
{
UE_LOG(LogTextureFormatManager, Error, TEXT("No texture formats found!"));
}
TArray<FTextureFormatMetadata> BaseModules;
TArray<FTextureFormatMetadata> ChildModules;
for (int32 Index = 0; Index < Modules.Num(); Index++)
{
if (Modules[Index] != ModuleName) // Avoid our own module when going through this list that was gathered by name
{
ITextureFormatModule* Module = FModuleManager::LoadModulePtr<ITextureFormatModule>(Modules[Index]);
if (Module)
{
FTextureFormatMetadata ModuleMeta;
ModuleMeta.Module = Module;
ModuleMeta.ModuleName = Modules[Index];
if ( Module->CanCallGetTextureFormats() )
{
ChildModules.Add(ModuleMeta);
}
else
{
BaseModules.Add(ModuleMeta);
}
}
}
}
// first populate TextureFormats[] with all Base Modules
//
for (int32 Index = 0; Index < BaseModules.Num(); Index++)
{
ITextureFormatModule* Module = BaseModules[Index].Module;
ITextureFormat* Format = Module->GetTextureFormat();
if (Format != nullptr)
{
UE_LOG(LogTextureFormatManager, Display, TEXT("Loaded Base TextureFormat: %s"),*BaseModules[Index].ModuleName.ToString());
TextureFormats.Add(Format);
TextureFormatMetadata.Add(BaseModules[Index]);
}
}
// Init phase 3 means you are now allowd to call GetTextureFormats() and you will get only the Base formats
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsPartialOkayToRead;
// run through the Child formats and call GetTextureFormat() on them
// this will call back to me and do GetTextureFormats() which will get only the base formats
for (int32 Index = 0; Index < ChildModules.Num(); Index++)
{
ITextureFormatModule* Module = ChildModules[Index].Module;
ITextureFormat* Format = Module->GetTextureFormat();
if (Format != nullptr)
{
UE_LOG(LogTextureFormatManager, Display, TEXT("Loaded Child TextureFormat: %s"),*ChildModules[Index].ModuleName.ToString());
// do not add me to TextureFormats yet
}
}
// back up phase to 2, no calls to GetTextureFormats() allowed now
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsInProgressDontTouch;
for (int32 Index = 0; Index < ChildModules.Num(); Index++)
{
ITextureFormatModule* Module = ChildModules[Index].Module;
// GetTextureFormat was already done so this should just return a stored pointer, no more init
ITextureFormat* Format = Module->GetTextureFormat();
if (Format != nullptr)
{
// now add to the list :
TextureFormats.Add(Format);
TextureFormatMetadata.Add(ChildModules[Index]);
}
}
// all done :
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsDone;
bModuleChangeCallbackEnabled = true;
}
check( (int)TextureFormatsInitPhase >= (int)EInitPhase::GetTextureFormatsPartialOkayToRead );
return TextureFormats;
}
virtual const ITextureFormat* FindTextureFormat(FName Name) override
{
check( (int)TextureFormatsInitPhase >= (int)EInitPhase::GetTextureFormatsPartialOkayToRead );
FName ModuleNameUnused;
ITextureFormatModule* ModuleUnused;
return FindTextureFormatAndModule(Name, ModuleNameUnused, ModuleUnused);
}
virtual const class ITextureFormat* FindTextureFormatAndModule(FName Name, FName& OutModuleName, ITextureFormatModule*& OutModule) override
{
check( (int)TextureFormatsInitPhase >= (int)EInitPhase::GetTextureFormatsPartialOkayToRead );
// Called to ensure the arrays are populated
// dangerous and not necessary, removed :
check( ! bForceCacheUpdate );
//GetTextureFormats();
for (int32 Index = 0; Index < TextureFormats.Num(); Index++)
{
TArray<FName> Formats;
TextureFormats[Index]->GetSupportedFormats(Formats);
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
{
if (Formats[FormatIndex] == Name)
{
const FTextureFormatMetadata& FoundMeta = TextureFormatMetadata[Index];
OutModuleName = FoundMeta.ModuleName;
OutModule = FoundMeta.Module;
return TextureFormats[Index];
}
}
}
return nullptr;
}
virtual void Invalidate() override
{
// this is called right after the constructor
// we are not usable until the first Invalidate is called
TextureFormatsInitPhase = EInitPhase::Invalidated;
bForceCacheUpdate = true;
GetTextureFormats();
}
private:
void ModulesChangesCallback(FName InModuleName, EModuleChangeReason ReasonForChange)
{
if (bModuleChangeCallbackEnabled && (InModuleName != ModuleName) && InModuleName.ToString().Contains(TEXT("TextureFormat")))
{
// when a "TextureFormat" module is loaded, rebuild my list
Invalidate();
}
}
FName ModuleName;
TArray<const ITextureFormat*> TextureFormats;
struct FTextureFormatMetadata
{
FName ModuleName;
ITextureFormatModule* Module;
};
TArray<FTextureFormatMetadata> TextureFormatMetadata;
// Flag to force reinitialization of all cached data. This is needed to have up-to-date caches
// in case of a module reload of a TextureFormat-Module.
bool bForceCacheUpdate;
// Flag to avoid redunant reloads
bool bModuleChangeCallbackEnabled;
// Track tricky initialization progress
EInitPhase TextureFormatsInitPhase;
// @@!! Mutex and ScopeLock everything in case this is called from multiple threads ?
};
IMPLEMENT_MODULE(FTextureFormatManagerModule, TextureFormat);