113 Commits

Author SHA1 Message Date
dan thompson
b361dacafb Clang specific cast warnings, and fixing an incorrect cast fix from last checkin.
#rb fabian.giesen
#preflight 646b9adb4130b0ce5038e725

[CL 25568727 by dan thompson in ue5-main branch]
2023-05-22 15:17:38 -04:00
dan thompson
042c6053e7 Typecast warning fixups
#jira UE-166462
#rb fabian.giesen
#preflight 6463ec86d62884a78fd92874

[CL 25514891 by dan thompson in ue5-main branch]
2023-05-17 15:57:20 -04:00
charles bloom
f0f4e9d921 TextureEditorToolkit : don't force final encoding on huge images
#rb none
#jira none
#preflight none

[CL 25016150 by charles bloom in ue5-main branch]
2023-04-12 17:17:17 -04:00
charles bloom
6ae3394db4 TextureEditorToolkit : nop comment about possibility to hide VirtualTextureStreaming property if r.VT.MenuRestricted
#rb none
#preflight none

[CL 24867831 by charles bloom in ue5-main branch]
2023-03-31 02:39:17 -04:00
Dan Thompson
1f42ae76b8 Migrate texture encoding configuration to a thread safe access model.
#rb fabian.giesen
#rb robert.millar
#preflight 640bba1128026468d97b2fde

[CL 24600196 by Dan Thompson in ue5-main branch]
2023-03-10 18:25:04 -05:00
Dan Thompson
d9af29f1ad Opening a texture in the texture viewer always shows Final encoding.
#rb charles.bloom
#jira UE-161929
#preflight 63e595c90b593cab321c8252

[CL 24111243 by Dan Thompson in ue5-main branch]
2023-02-09 20:08:17 -05:00
Dan Thompson
fa34918d88 Update the texture build to route new information out:
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]
2022-11-18 17:09:58 -05:00
alexander suvorov
19009f9807 Implement support for nearest-point texture sampling in the Texture Editor.
#rb charles.bloom
#preflight 6372ae329e3bea80790a2b3f

[CL 23126329 by alexander suvorov in ue5-main branch]
2022-11-14 16:26:21 -05:00
charles bloom
6c4975547b Texture Editor mouse wheel zoom should be a multiplicative factor not an additive factor
fixes zoom getting very slow as it gets larger

#rb alexander.suvorov
#preflight 636968d6d0174259ccea87f5

[CL 23062635 by charles bloom in ue5-main branch]
2022-11-09 16:07:26 -05:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
Dan Thompson
310a5b769b Correcting Oodle nomenclature
#rb fabian.giesen
#preflight 635054908449f85a476549ef

[CL 22638135 by Dan Thompson in ue5-main branch]
2022-10-19 16:46:08 -04:00
alexis matte
fe35eb697a Interchange:
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously

#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf

[CL 22634973 by alexis matte in ue5-main branch]
2022-10-19 15:15:54 -04:00
charles bloom
619bf50b3e stop reimport setting "defer compression"
causes unexpected visual quality change when you reimport

#rb fabian.giesen
#preflight none

[CL 22012929 by charles bloom in ue5-main branch]
2022-09-14 14:58:43 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
jason hoerner
16c6a37fa6 Scene capture: Lumen support for Scene Capture 2D, Lumen cache resolution adjustment, Texture Editor displays GPU memory usage for Scene Capture 2D
By default Lumen is disabled for Scene Capture to save memory, but can be enabled via post process override settings.  The memory usage display was important when adding this feature, to give feedback to the user of the memory impact for enabling Lumen.  It's also just generally useful besides.  Lumen costs 340 MB to enable if view specific Lumen scene data is enabled at low quality (half resolution page buffer), or 640 MB at high quality (full resolution page buffer).  Besides memory statistics in the Texture Editor, there is an editor specific command which dumps per-resource sizes to log (r.SceneCapture.DumpMemory), useful for investigating where the memory is going.

Lumen requires persistent state to function properly, so Lumen is disabled if bCaptureEveryFrame and bAlwaysPersistRenderingState are both false.  I decided not to allow Lumen for Scene Capture Cube, due to high memory cost, poor CPU performance, and lighting seams across the faces.  I'm hoping in the future to run Scene Capture Cube as a single scene render call (effectively 6-way split screen for the 6 cube map faces), and have certain rendering passes run as a single omnidirectional pass.  Perhaps Lumen could use a single radiance cache for all 6 faces, rather than 6 separate caches, reducing memory, significantly improving performance, and hopefully solving lighting seams.

I rounded out the set of functions that handle per-view VSM and Lumen caches, to include functionality to remove the caches (necessary to allow the per-view Lumen cache to be toggled back off), and query their presence.

#jira UE-148665
#rb Krzysztof.Narkowicz Daniel.Wright zach.bethel
#preflight 6307cf561615ec0db52700e3

[CL 21594503 by jason hoerner in ue5-main branch]
2022-08-26 13:59:08 -04:00
jason hoerner
8804a0ca8e Scene capture fix for render targets not displaying in Texture Editor, by starting out with the alpha channel disabled for render targets. Scene capture render targets have a depth mask in the alpha channel, which causes them to appear as fully transparent (checkerboard), and it isn't easily discoverable that toggling off the alpha channel would solve the issue, so it's helpful to start out with it disabled.
#jira UE-151834
#rb jason.nadro
#preflight 62f67fb7bd746abb99c27f2a

[CL 21365663 by jason hoerner in ue5-main branch]
2022-08-12 18:02:20 -04:00
alexander suvorov
816a53c42f Display correct imported size for longlat cubemaps smaller than 32 pixels.
#rb none
#preflight 62d5972df156340c79c095b8

[CL 21150470 by alexander suvorov in ue5-main branch]
2022-07-18 13:49:27 -04:00
alexander suvorov
04003206ed Display proper stats for cubemaps in the texture editor.
#rb none
#preflight 62c6ff7a7e606620fd05c50b

[CL 20989504 by alexander suvorov in ue5-main branch]
2022-07-07 14:59:23 -04:00
alexander suvorov
43b2f0a673 Cleanup cubemap and volume texture preview code.
#rb none
#fyi charles.bloom
#preflight 62c1dba75d53ca5bcef05f1b

[CL 20929571 by alexander suvorov in ue5-main branch]
2022-07-03 14:24:36 -04:00
alexander suvorov
3b5a21de88 Move view mode control for volume textures and cubemaps into the main panel of the texture editor.
#rb charles.bloom
#preflight 62c0759e1c0b758797c51708

[CL 20928335 by alexander suvorov in ue5-main branch]
2022-07-02 14:24:33 -04:00
alexander suvorov
620cfada7e Implement 3D preview mode for cubemaps in the texture editor.
#rb dan.thompson
#fyi charles.bloom
#preflight 62b4be225b60244d9a49e19c

[CL 20820534 by alexander suvorov in ue5-main branch]
2022-06-24 20:28:36 -04:00
alexander suvorov
e242331d47 Add support for previewing individual faces of TextureCubeArray elements in the texture editor.
#rb charles.bloom
#preflight 62b246a3604d9ccfc741e001

[CL 20776668 by alexander suvorov in ue5-main branch]
2022-06-22 12:49:07 -04:00
alexander suvorov
2415ba1ba8 Implement proper preview for TextureCubeArray in the texture editor.
#rb charles.bloom
#preflight none

[CL 20708111 by alexander suvorov in ue5-main branch]
2022-06-17 15:13:04 -04:00
alexander suvorov
a4faae7e8c Enable mipmap preview for cubemaps.
#rb none
#fyi charles.bloom
#preflight none

[CL 20678263 by alexander suvorov in ue5-main branch]
2022-06-15 18:44:21 -04:00