Commit Graph

16 Commits

Author SHA1 Message Date
Zousar Shaker
36eabd2db2 Allow Oodle texture plugin & module to be overridden by project configuration when building standalone texture build workers.
#rb devin.doucette

[CL 17107168 by Zousar Shaker in ue5-main branch]
2021-08-09 16:32:18 -04:00
Devin Doucette
48d8d5f7eb DDC: Removed ICacheFactory in favor of exported functions
FCacheBucket is now always exposed as FAnsiStringView.

#rb Zousar.Shaker
#rnx

[CL 17084521 by Devin Doucette in ue5-main branch]
2021-08-06 12:51:28 -04:00
Devin Doucette
2762172bb4 Texture: Allow DDC to select the compression method for texture build output and remove the mip size from serialized mips
#rb Zousar.Shaker
#rnx

[CL 16956295 by Devin Doucette in ue5-main branch]
2021-07-26 10:29:04 -04:00
Devin Doucette
18b4e4a14c Texture: Use GetModuleChecked instead of LoadModuleChecked since it can be called from any thread
#rb Zousar.Shaker
#rnx

[CL 16888859 by Devin Doucette in ue5-main branch]
2021-07-19 16:55:25 -04:00
Zousar Shaker
c50196f2cc Use a hierarchical versioning scheme for texture build functions.
#rb devin.doucette

[CL 16861933 by Zousar Shaker in ue5-main branch]
2021-07-15 09:58:48 -04:00
Matt Peters
1cb57e1706 FTextureBuildFunction::Build: Fix crash if compressor build fails.
#rb Zousar.Shaker
#rnx

[CL 16753471 by Matt Peters in ue5-main branch]
2021-06-23 00:39:02 -04:00
Devin Doucette
488e35dc11 Texture: Fixed the formatting of an error message
#rb trivial
#rnx

[CL 16713242 by Devin Doucette in ue5-main branch]
2021-06-17 17:54:39 -04:00
Devin Doucette
34598270e7 Texture: Read texture sources directly for the new texture build flow
#rb Zousar.Shaker
#rnx

[CL 16705971 by Devin Doucette in ue5-main branch]
2021-06-17 12:24:11 -04:00
Devin Doucette
47d546efb4 Texture: Simplified the compact binary copy of the build settings
#rb Zousar.Shaker
#rnx
#preflight 60cae29f6092ba000139c827

[CL 16703860 by Devin Doucette in ue5-main branch]
2021-06-17 09:32:46 -04:00
Devin Doucette
15bd0e1a1d Texture: Moved textures to the Texture cache bucket
#rb Zousar.Shaker
#rnx

[CL 16548192 by Devin Doucette in ue5-main branch]
2021-06-03 11:49:06 -04:00
Devin Doucette
542c9e98dd DDC: Renamed GetInput+GetConstant to FindInput+FindConstant to clarify that they may return null
[CL 16509548 by Devin Doucette in ue5-main branch]
2021-05-31 11:52:00 -04:00
Zousar Shaker
9dafb5dafd Allow DDC2 TextureBuildFunction to be used when building textures in the editor process. Still does DDC1 cache get/put operations around the DDC2 ones, but that will be changed in the future as we shift from use of build actions to build definitions.
#rb devin.doucette

[CL 16487557 by Zousar Shaker in ue5-main branch]
2021-05-27 13:08:00 -04:00
Zousar Shaker
a6bd40e38d -Fix bug in the interpretation of mip offset in FTextureBuildFunction (it is offset into uncomrpessed data, not offset into compressed data)
-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]
2021-05-25 10:37:34 -04:00
Zousar Shaker
bc073c41ed Change DerivedDataBuildWorker/Loop & TextureDerivedDataBuildExporter to use the DDC implementation of FBuildAction[Builder] and FBuildOutput[Builder]
#rb devin.doucette
#preflight 60a7e6ad7370d30001cd62cc

[CL 16421772 by Zousar Shaker in ue5-main branch]
2021-05-21 14:18:04 -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
Zousar Shaker
5234e8fb12 Define first TextureBuildWorkers for use with DDC as well as a DDC build worker base module used as an entrypoint for standalone worker binaries.
#rb matt.peters

[CL 16323208 by Zousar Shaker in ue5-main branch]
2021-05-13 20:42:14 -04:00