-- Added Decode interface to texture formats to return to PC viewable formats.
-- Added Detile interface to return textures to linear layout for relevant platforms.
-- Reworked the IBuild "DDC2" texture build usage to be more straightforward for chaining multiple build steps (i.e. Encode -> Tile -> Detile -> Decode).
-- Added UI to the texture editor to select a target platform to view.
-- Fixed a bug with DDC2 and CPU Copy textures (they didn't work at all)
#rb Devin.Doucette, fabian.giesen, charles.bloom
#jira UE-149124
[CL 33116818 by dan thompson in ue5-main branch]
Tested cooked build diff for sanity as this should only ever affect in-memory editor values.
#jira UE-149124
#rb fabian.giesen
[CL 31997496 by dan thompson in ue5-main branch]
Runtime pixel formats are named PF_ASTC_<blocksize>_NORM_RG. Use texture format name ASTC_NormalRG_Precise for encoding.
[CL 25563983 by ben woodhouse in ue5-main branch]
change FImage passed to TextureFormat to be const, it must not be changed becausing hashing is running threaded
remove early frees of intermediate image; this increases peak memory use
#preflight https://horde.devtools.epicgames.com/job/643ff4a3090323f9a3f7695e
#rb dan.thompson
[CL 25116608 by charles bloom in ue5-main branch]
This also fixes the missing include path for TextureFormat.Build.cs
#rb fabian.giesen
#rb charles.bloom
#preflight 6421fa27974dfaa53cb188e5
[CL 24808879 by Dan Thompson in ue5-main branch]
#fyi Dan.Thompson
Original CL Desc
-----------------------------------------------------------------
Plumb the mip layout down to the child texture ddc key versions as certain child formats need to know mip dimensions in order to know if aspects of the build affect the textures.
#rb fabian.giesen
#rb charles.bloom
#preflight 641378f03f3d31c94a2e86b5
#preflight 64149d297d1280ffe750d78e
[CL 24691763 by Dan Thompson in ue5-main branch]
Certain platforms that tile textures will tile non pow2 textures with mips different than non pow2 textures without mips, so we need to plumb down information about the mip chain to the tiling texture formats.
#rb fabian.giesen
#preflight 64068553aa00423335f30765
[CL 24546549 by Dan Thompson in ue5-main branch]
also new cvars to run the decoder and leave temp files :
cook.ASTCDebugLeaveTempFiles=1
cook.ASTCDebugWriteDecodedImage=1
#preflight 631f61f822433f4f5c69f181
#rb none
[CL 21982673 by charles bloom in ue5-main branch]
- Latest ISPCTextureCompressor brings a number of bug fixes and includes Apple silicon support.
- Update IntelISPCTexComp.Build.cs to reference new paths
- Update Windows (x64), Linux (thanks MikeS!) and Mac dynamic libraries
- Remove Win32 dynamic libraries
- Enable ShaderCompileWorker as an arm64 native target for UAT
- Bump ASTC and ISP_ASTC version numbers (for DDC)
#rb josh.adams, chris.babcock
#fyi charles.bloom, jeff.newquist
#jira UE-145047, UE-145025, UE-150669, UE-154182
#rnx
#preflight 629a0abe2230bd91403f0f02
[CL 20487296 by will damon in ue5-main branch]