Log PNG filename during warnings and errors
#jira UE-167980
#jira UE-169864
#rb Florin.Pascu
#review-24281768
#preflight 63f223ae90198dffba8a2927
[CL 24308896 by Jack Porter in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
#JIRA: UE-172751
#preflight 639cead7776b61ba3b903f73
#review-23578872 @eric.renaudhoude @ruslan.idrisov
#rb eric.renaudhoude, ruslan.idrisov
[CL 23589044 by Tony Wong in ue5-main branch]
also import A channel from 32-bit BI_RGB
now loads all formats that photoshop "advanced" outputs
#preflight 634db8d6820aa0c193f8a81f
#rb fabian.giesen
[CL 22577459 by charles bloom in ue5-main branch]
also fix several cases where bmp image data was imported wrong
#jira UE-166510
#preflight 63460910b757820b7aa5855c
#rb fabian.giesen
#lockdown jeanmichel.dignard
[CL 22480931 by charles bloom in ue5-main branch]
1. Fix header parsing to check for actual header termination (blank line)
2. Header lines are only ever terminated by LF, never CR. Treat NUL as error.
3. The only supported pixel layout is -Y <Height> +X (the default). Require that explicitly.
4. Require that widths and heights be positive and enforce a maximum image size
5. Fix several potential integer overflows
6. Fix several potential out-of-bounds reads/writes
7. Don't cast possibly unaligned uint8 pointers to FColor*
8. Fix potential UB when shift amount in old RLE encoding gets large
9. Don't allow runs as first thing in an old-RLE scan line, since they want to repeat the prev pixel
10. Factor out a lot of the error handling code, make sure error messages get logged
11. Fix several typos while I'm here
#jira UE-166514
#jira UE-166515
#jira UE-166516
#jira UE-166551
#preflight 6345d5bef93be0f634181cb9
[CL 22479168 by fabian giesen in ue5-main branch]
more complex DDS is imported through the ImportDDS path in EditorFactories
FDdsImageWrapper is only load for generic image loading and fallback path
#rb fabian.giesen
#preflight none
[CL 22409163 by charles bloom in ue5-main branch]
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .
tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui
What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR
#jira UE-140227
#rb charles.bloom eric.renaudhoude david.harvey
#preflight 63359b01691c0168b74151f2
[CL 22327553 by benjamin rouveyrol in ue5-main branch]
#fyi benjamin.rouveyrol
Original CL Desc
-----------------------------------------------------------------
Add EXR support for screenshots
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .
tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui
What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR
#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711
[CL 22205685 by benjamin rouveyrol in ue5-main branch]