move some functionality from FImage to FImageView
#preflight 6331e19a7b582f58ab7abee1
#rb fabian.giesen
[CL 22192007 by charles bloom in ue5-main branch]
- Ported the new DDS import code from UTextureFactory to Interchange.
- Added the option to only parse the header in FDDSFile.
- Added support for texture cube arrays and volume textures.
- Dump warnings and errors in the log at the end of the import.
#jira UE-152766
#rb alexis.matte, charles.bloom
#preflight 6320c54f506f1a33e061e164
[CL 21991495 by jeanmichel dignard in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Resize converts Pow22 to sRGB because it can not output Pow22
#preflight 62bb22ef101ad5bf64ae7b2b
#rb fabian.giesen
[CL 20864029 by charles bloom in ue5-main branch]
create new TextureBuildUtilities module that can be used from Engine or TextureBuildWorker
new cvar memory.WindowsPlatformMemoryGetStatsLimitTotalVirtualGB simulates a lower memory system
#rb fabian.giesen
#preflight 62b34bf8650c9d5857a38514
[CL 20786800 by charles bloom in ue5-main branch]
even though ASTC could encode other values of A, still clamp as if it was BC6H for consistency
now all compressed HDR formats should clamp the same way that Oodle Texture currently does
#preflight 6296556c452ffe576a816993
#rb fabian.giesen
[CL 20440882 by charles bloom 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]
pow22 should old be used as a source gamma
dest gamma should always be srgb or linear
#preflight 62432a61df7d23dbfeeb57bc
#rb none
[CL 19543713 by charles bloom in ue5-main branch]
was not correctly mipping down Volume Depth in TextureSources
need to correct the calculation in various places where its code duped
add some size checking
#preflight 624279a8292f228e09db756d
#rb fabian.giesen
[CL 19542095 by charles bloom in ue5-main branch]
supports 2d,cube,cube array,volume
supports many dxgi pixel formats
#preflight 623c8ea0ca34ffd7bf8c6d07
#rb fabian.giesen
[CL 19501289 by charles bloom in ue5-main branch]
FLinearColor ctor from FColor is mainly three table lookups, make it inline and move to the header.
Quantize, QuantizeFloor, QuantizeRound are similarly trivial, now inline.
Move Clamp01 to FColor as static method so it's namespaced; rename to Clamp01NansTo0 to explain why it's not just FMath::Clamp to [0,1]
SSE2-ified FLinearColor::ToFColorSRGB for x86 targets, bitwise exact same results as before for all input floats (tested exhaustively, test included)
Don't want to make ToFColorSRGB inline, it's a bit large for that, but make an array version that does multiple at once. Mainly try to avoid doing a cross-DLL call per pixel for large batches.
Switch ImageCore Linear->sRGB conv to use array version.
FLinearColor R,G,B,A members union'd with "deprecated" RGBA[] array, Component() updated to use it (matching recent fix for FVector)
ImageCore vector loads from FLinearColors updated to use &Component(0) which gives &RGBA[0], pointer to a 4-elem array
Add tests to UnrealMathTest.cpp to verify that sRGB<->Linear and UNORM<->Linear conversions behave as expected, plus the separate ColorConversionHeavy test that does the exhaustive equivalence check between the SSE2 ToFColorSRGB() and reference (warning: takes a while)
#rb danny.couture, martins.mozeiko
#preflight 6238c86f04769ab493469a3f
[CL 19456245 by fabian giesen in ue5-main branch]
For large enough floats x (e.g. 1e+7f), x*255 is too large to convert to int. On x86 this turns into INT_MIN which then gets clamped to 0, on ARM it gets saturated and turns into INT_MAX which gets clamped to 255.
Fix it so that over-large values result in 255 (which is the more natural behavior) everywhere and note the conversion rules used for both the sRGB and the linear channels while I'm here. Also update ImageCore optimized kernels to include the QuantizeRound fix.
Confirmed to produce bitwise identical results for textures on AncientGame (i.e. nop on typical content).
#jira UE-146294
#preflight 6234ffcc48746817f14025dc
#rb martins.mozeiko
[CL 19442181 by fabian giesen in ue5-main branch]