Commit Graph

85 Commits

Author SHA1 Message Date
charles bloom
5966ccc2de remove TextureCompressor UsesTaskGraph query
not used and should not be used
clean up some todo comments in TextureFormatOodle

#preflight 61ba4ca5055f3013459c0a02
#rb none

#ROBOMERGE-AUTHOR: charles.bloom
#ROBOMERGE-SOURCE: CL 18471288 in //UE5/Release-5.0/... via CL 18471293
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18471295 by charles bloom in ue5-release-engine-test branch]
2021-12-15 16:45:31 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
kevin ortegren
c075a22c16 Implement angular mip gen setting to support legacy path. Code by Alexander Suvorov.
#rb Julien.StJean
#jira UE-118357
#rnx
#preflight 614999f1116f2a000183d6f6

#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 17581034 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17581046 by kevin ortegren in ue5-release-engine-test branch]
2021-09-21 06:30:19 -04:00
eric renaudhoude
262fa16f9f Color Management: Adding (advanced) source encodings for textures.
#rb rod.bogart
#jira none
#preflight 6143e5484778fa00017df627

#ROBOMERGE-AUTHOR: eric.renaudhoude
#ROBOMERGE-SOURCE: CL 17547199 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17547204 by eric renaudhoude in ue5-release-engine-test branch]
2021-09-16 22:14:03 -04:00
ben ingram
89cb507a6c Support creating cube arrays from source cubemaps imported as long/lat maps
#rb none
#preflight

#ROBOMERGE-SOURCE: CL 17253529 via CL 17271734
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)

[CL 17273794 by ben ingram in ue5-release-engine-test branch]
2021-08-23 15:11:54 -04:00
ben ingram
2351588c6a Add texture cube array assets, support for sampling in materials
#rb graham.wihlidal
#preflight 611ebf1a2c1f1c0001355fe7

#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 17240322 via CL 17268789
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v858-17259218)

[CL 17268797 by ben ingram in ue5-release-engine-test branch]
2021-08-23 12:36:17 -04:00
zousar shaker
eeb22e0976 Undo CL16853912 now that CL16922241 fixes the deadlock properly.
#rb none

#ROBOMERGE-SOURCE: CL 16926361 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16926733 by zousar shaker in ue5-release-engine-test branch]
2021-07-22 13:12:46 -04:00
zousar shaker
418cb0c3ad Avoid a deadlock when running Oodle texture compression on low core count machines. Suggested by andriy.tylychko in this JIRA:
https://jira.it.epicgames.com/browse/UE-119594
as a temporary measure until arne.schober has a chance to put in place a long term fix.

#rb devin.doucette
[FYI] andriy.tylychko
[FYI] arne.schober

#ROBOMERGE-SOURCE: CL 16853912 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16853923 by zousar shaker in ue5-release-engine-test branch]
2021-07-14 15:32:19 -04:00
aurel cordonnier
ac03f43735 [Backout] - CL16609377
[FYI] alexander.suvorov
Original CL Desc
-----------------------------------------------------------------
#jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac

#ROBOMERGE-SOURCE: CL 16624208 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)

[CL 16624214 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-10 11:45:40 -04:00
alexander suvorov
e10197b869 #jira UE-87812
Allow color adjustment for cubemaps created from longlat sources, use proper color space for imported HDR textures.
#rb Julien.StJean
[FYI] charles.bloom
#preflight 60ba698e884c6300012adbac

#ROBOMERGE-SOURCE: CL 16609377 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16609393 by alexander suvorov in ue5-release-engine-test branch]
2021-06-09 14:24:07 -04:00
alexander suvorov
7c699ad11b Use proper argument types in ITextureCompressorModule::GenerateBaseCubeMipFromLongitudeLatitude2D.
#rb none

[CL 16548875 by alexander suvorov in ue5-main branch]
2021-06-03 12:46:35 -04:00
alexander suvorov
ecd2b6b8c6 #jira UE-87812
Disable deprecated cubemap processing originally designed for ambient lighting.
#rb james.doverspike
#fyi charles.bloom

[CL 16546734 by alexander suvorov in ue5-main branch]
2021-06-03 09:33:38 -04:00
Julien StJean
9471813de1 Added the capacity to import a 2d texture as a cube texutre when using interchange (for HDRI images).
#jira UETOOL-3484
#rb Alexis.Matte
#preflight 60b536bf3c6c4e000166feeb

[CL 16510736 by Julien StJean in ue5-main branch]
2021-05-31 16:30:35 -04:00
Zousar Shaker
35cb1325a8 -Avoid having dependency on Engine by TextureFormatOodle by avoiding use of UTexture and getting
-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]
2021-05-20 14:19:29 -04:00
aurel cordonnier
8eebe8841f Merge UE5/RET @ 16305968 to UE5/Main
This represents UE4/Main @ 16261013 and Dev-PerfTest @ 16259937

[CL 16306996 by aurel cordonnier in ue5-main branch]
2021-05-12 18:10:03 -04:00
Zousar Shaker
6521df7bb5 Attempt #2 (with issues fixed from last time): Extract texture format indexing and interfaces from the TargetPlatformManager and instead put it into a new type: TextureFormatManager instead. TargetPlatformManager retains the same API for querying texture format information, it just forwards to the TextureFormatManager instead. This is to facilitate the use of TextureCompressor from standalone executables that shouldn't depend on TargetPlatformManager.
#rb ben.ingram

Undo //UE5/Main/Engine/Source/... changelist 16172520

[CL 16185594 by Zousar Shaker in ue5-main branch]
2021-05-03 14:05:29 -04:00
Zousar Shaker
64b4edb93a Undo //UE5/Main/Engine/Source/... changelist 16165786
[CL 16172520 by Zousar Shaker in ue5-main branch]
2021-04-30 16:07:56 -04:00
Yuriy ODonnell
7e26875b5a Initialize TextureFormatManager in FTextureCompressorModule::StartupModule. Fixes crash on startup due to TFM singleton being created from a task thread.
#rb Ola.Olsson
#fyi Zousar.Shaker

[CL 16166753 by Yuriy ODonnell in ue5-main branch]
2021-04-30 05:44:53 -04:00
Zousar Shaker
5120294eb3 Extract texture format indexing and interfaces from the TargetPlatformManager and instead put it into a new type: TextureFormatManager instead. TargetPlatformManager retains the same API for querying texture format information, it just forwards to the TextureFormatManager instead. This is to facilitate the use of TextureCompressor from standalone executables that shouldn't depend on TargetPlatformManager.
#rb ben.ingram

[CL 16165786 by Zousar Shaker in ue5-main branch]
2021-04-30 00:28:32 -04:00
charles bloom
a5ee4d69bf remove duplicate Color::ComputeLuminance , use GetLuminance
also fix bug in ProxyLOD AverageColor , iterating on Size instead of 4

#rb none

[CL 16047335 by charles bloom in ue5-main branch]
2021-04-18 13:54:06 -04:00
danny couture
d5ba6e94d9 Remove BackgroundPriority to let the ParallelFor auto select the best priority depending on which thread is launching the paralllelfor
i.e. This allows latency sensitive texture compression parallelfor from the gamethread to benefit from all the foreground threads and complete faster

#rb Arne.Schober

[CL 15387719 by danny couture in ue5-main branch]
2021-02-11 11:01:47 -04:00
Arne Schober
df09d6779f U5 - Move TextureCompression into ParallelFor
[CL 15378859 by Arne Schober in ue5-main branch]
2021-02-10 15:26:28 -04:00
Jeremy Moore
4298fbf748 Add flag to support texture build not stripping the alpha channel.
This has a single use case: We build streaming virtual textures from runtime virtual textures and we want to ensure the format doesn't change just because the alpha channel is all 1.
#jira none
#rb danny.couture

[CL 15275121 by Jeremy Moore in ue5-main branch]
2021-02-01 17:30:41 -04:00
danny couture
6bfd85065f Make ParallelFor automatically pick the right scheduling priority to avoid low prio task interfering with the game and render threads causing huge stalls
- This dramatically improves editor framerate under high load
Cleanup all the hacks that are not needed anymore

#rb Andriy.Tylychko

[CL 14676999 by danny couture in ue5-main branch]
2020-11-06 11:20:53 -04:00