Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker. Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts.
Reduce boilerplate involved in setup of build worker.
#rb devin.doucette
[CL 16853856 by Zousar Shaker in ue5-main branch]
#fyi Michael.Noland
Original CL Desc
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Speculative fix for Mac CIS error
#codereview dan.thompson
[CL 16790187 by michael noland in ue5-main branch]
This is necessary to support building textures independently of the UTexture, which is required by the new derived data build interface.
#rb Zousar.Shaker
#rnx
#preflight 60cbbb906092ba000158179a
[CL 16714489 by Devin Doucette in ue5-main branch]
no encoding is changed in 2.9.2 so ddc version is not incremented
292 just fixes a crash bug in an option that is not yet used in Unreal
[CL 16697478 by charles bloom in ue5-main branch]
TextureFormatOodle use the new RDO_Ex API
bump Oodle Texture DDC ver from 11 to 12
#rb alexander.suvorov
[CL 16589165 by charles bloom in ue5-main branch]
-Added more metadata to the output of the texture export feature.
-Make FTextureBuildFunction stateless and abstract. Now must be derived to produce an instantiable build function.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules depend on TextureBuild module and implement concrete derivatives of FTextureBuildFunction.
-Made PS5TextureFormat, TextureFormatOodle, and TextureFormatUncompressed modules register their build functions through an IBuildFunctionFactory for the lifetime of the module.
-Removed all public interface for the DerivedDataBuild{Loop, Worker} and have them just use the IBuildFunctionFactory modular feature to find all linked build functions.
#rb devin.doucette
#preflight 60acfb486905a60001c3cd29
[CL 16448407 by Zousar Shaker in ue5-main branch]
-Add mechanism for ITextureFormat to have a generic and private "FormatSettings" block that can be global, but also exported with a texture build action and applied when a texture build is executed remotely. Also ensure that ChildTextureFormat is able to split and store/read the format settings for Child & Base format as separate sub-items.
-Allow the PS5TextureBuildWorker to compile in Oodle if the plugin is present and enabled.
#rb charles.bloom
[CL 16406838 by Zousar Shaker in ue5-main branch]
fix that by disabling Oodle Texture internal threading
not disabling VT tile threading
#rb danny.couture, alexander.suvorov
[CL 16389238 by charles bloom in ue5-main branch]