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ColorManagement: Utilize OpenColorIO for advanced color space transformations on textures during mip generation.
Relies on CL 26098047.
#jira UE-182792
#rb rod.bogart, dan.thompson, charles.bloom
[CL 26109740 by eric renaudhoude in 5.3 branch]
[FYI] eric.renaudhoude
Original CL Desc
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ColorManagement: Utilize OpenColorIO for advanced color space transformations on textures during mip generation.
Relies on CL 26098047.
#jira UE-182792
#rb rod.bogart, dan.thompson, charles.bloom
[CL 26107563 by eric renaudhoude in 5.3 branch]
This also fixes the missing include path for TextureFormat.Build.cs
#rb fabian.giesen
#rb charles.bloom
#preflight 6421fa27974dfaa53cb188e5
[CL 24808879 by Dan Thompson in ue5-main branch]
#fyi Dan.Thompson
Original CL Desc
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Plumb the mip layout down to the child texture ddc key versions as certain child formats need to know mip dimensions in order to know if aspects of the build affect the textures.
#rb fabian.giesen
#rb charles.bloom
#preflight 641378f03f3d31c94a2e86b5
#preflight 64149d297d1280ffe750d78e
[CL 24691763 by Dan Thompson in ue5-main branch]
#fyi Dan.Thompson
Original CL Desc
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Cache TextureFormat on the BuildSettings so we don't have to look through the TPM whenever we want it.
#rb charles.bloom
#preflight 638f926c5624e6da5e0afa93
#preflight 638fa3c05624e6da5e12c8b9
[CL 23415924 by Dan Thompson in ue5-main branch]
1. Whether the source mips detects alpha
2. Several hashes to track the state of data at various stages of the build process.
Move the r.SharedLinearTextureEncoding out of the ConsoleManager as that's The Old Way.
Rename TextureDerivedDataVersion for uniqueness.
#rb devin.doucette
#rb charles.bloom
#preflight 6377fca7815e4b9b75681765
[CL 23206768 by Dan Thompson in ue5-main branch]
todo for the future to separate x/y mip gen clamp/wrap
#jira UE-162283
#preflight 63612d38ef6d25c67459c5ed
#rb alexander.suvorov
[CL 22921412 by charles bloom in ue5-main branch]
caused reduced length normals, which then bends them when we drop components for compression in BC5 or ASTC
don't change existing content, only normalize when new option bNormalizeNormals is enabled
note that ISPCTexComp is inconsistently doing normalization, no other tex formats do
#preflight 632270e0a514fd1e3751a141
#rb fabian.giesen
[CL 22028968 by charles bloom in ue5-main branch]
Primary Components:
DDC2 texture build input/output revamped to support future FDerivedData references where the bulk data remains in the Zen server during cooks.
Tiling code is separated out in to ITextureTiler interface so that tiling can be done without calling FChildTextureFormat::CompressImage[Ex]
Adding mip dimensions to GetMipCountForBuildSettings
#rb fabian.giesen, zousar.shaker
#preflight 6304f87f516bef57ffada18d
[CL 21511157 by Dan Thompson in ue5-main branch]
fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips
dont pad CompressedImage sizes, store true size
clean up Texture size limits and VT conditions
better default settings for texture import
clean up initialization order of TextureFormatManagerModule
#preflight 6250814a11261bc7b23d8f4b
#rb fabian.giesen,julien.stjean
[CL 19693287 by charles bloom in ue5-main branch]
This allows faster texture cooking, but introduces slight changes to newly computed pixel values.
Quality of texture mips stays the same, but values are different due to different order of floating-point operations.
To keep patch sizes small, use old same code as before for generating mips for existing textures - will use new filter only for saved textures.
Currently this setting is disabled for new textures by default. See comment in Texture.cpp how to enable it.
#rb charles.bloom fabian.giesen
#preflight 624c9d9a8d1db441a9137202
[CL 19630307 by martins mozeiko in ue5-main branch]