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]
Data and Network switched to 2.9.6
Texture adds 2.9.6 as a new Version, keeps 2.9.5, old data stays on 2.9.5
#rb fabian.giesen
#preflight 627296807b6d0faffa717550
[CL 20042663 by charles bloom in ue5-main branch]
#fyi charles.bloom
Original CL Desc
-----------------------------------------------------------------
Oodle 2.9.6 enabled
Data and Network switched to 2.9.6
Texture adds 2.9.6 as a new Version, keeps 2.9.5, old data stays on 2.9.5
#rb fabian.giesen
#preflight 62713b08fe09c0cfbc389467
[CL 20027456 by aurel cordonnier in ue5-main branch]
Data and Network switched to 2.9.6
Texture adds 2.9.6 as a new Version, keeps 2.9.5, old data stays on 2.9.5
#rb fabian.giesen
#preflight 62713b08fe09c0cfbc389467
[CL 20025595 by charles bloom in ue5-main branch]
but do log in editor and cook
#rb none
#preflight none
#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 19961272 via CL 19961945 via CL 19962983
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19971604 by charles bloom in ue5-main branch]
* tasks store task body by value in place
* pooled task allocation
* FTaskEvent doesn't have a body and is not executed
* basic waiting for a task (w/o timeout) allocates the waiting task on the stack
* optimised internal atomic state and task retraction
#rb francis.hurteau
#preflight https://horde.devtools.epicgames.com/job/625e84b0d412434587e1b740
[CL 19805905 by Andriy Tylychko 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]
Oodle Texture has cutoffs for this internally but they're much lower; we're also using 16k pixels as the cut-off for CopyImage, seems like an OK target here.
#rb dan.thompson
#preflight 6239011a1302f69e9a766891
[CL 19459702 by fabian giesen in ue5-main branch]
These are important (and trivial) enough to warrant direct support.
#rb charles.bloom
#preflight 622a5db9df3960e506a9f135
[CL 19340792 by fabian giesen in ue5-main branch]
Use TArray/TArray64 instead of raw allocs for our storage, there's no reason not to.
(The only reason the original code did raw allocs was because it was adapted from C code.)
Read from/write to memory not FArchive by request.
FDDSHeader->FDDSHeaderWithMagic, we don't care about the old-school DDSURFACEDESC,
we only ever have magic then ddsd so just make it part of the header struct.
Make mip sizes int64; a 16k * 16k R32G32B32A32_FLOAT image is enough to overflow 4GB.
#rb charles.bloom
#preflight 622914ee0d5a90e98eccf49d
[CL 19325619 by fabian giesen in ue5-main branch]
to use Final EncodeSpeed on a texture instead of Fast when editing changes
so you can see the project's Final RDO settings while working on a texture
#preflight 6227c776671c913c052a82fb
#rb dan.thompson
[CL 19311911 by charles bloom in ue5-main branch]
Put DDS parameter validation in one function (Validate) that is shared between Create, Read, Write funcs.
Add support for saving D3D9-format DDS files, either automatically when doing so is "lossless" in "Auto" mode, or in a D3D9-only mode that tries hard to express data as a D3D9 file and will fail when it can't find a suitable mapping. Still default to writing as D3D10-format DDS since that tends to preserve semantics the best.
The pixel format tables for D3D9-format DDS files were reordered slightly to make us prefer "canonical" choices when writing D3D9 DDS files, e.g. we prefer BC2 textures to get writtten as DXT3 not DXT2, and likewise BC3 should prefer DXT5 over DXT4.
#rb Charles.Bloom
#preflight 62267996123eef55e6fa32d6
[CL 19292462 by fabian giesen in ue5-main branch]
- 14.1s to 7.6s when loading CitySample Small_City_LVL -ddc=cold
#rb Charles.Bloom, Fabian.Giesen
#preflight 6225f3a7b97fb949cf3412a2
[CL 19284116 by danny couture in ue5-main branch]