Files
Dan Thompson 3aa87998b2 Fix for shared linear texture encoding and DDC2/IBuild interface.
#rb fabian.giesen
#fyi devin.doucette
#preflight 640a29b5c41a0a2a772b8deb

[CL 24579796 by Dan Thompson in ue5-main branch]
2023-03-09 14:03:35 -05:00

59 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "DerivedDataBuildFunction.h"
#include "DerivedDataBuildVersion.h"
#include "DerivedDataCacheKey.h"
#include "DerivedDataSharedString.h"
#include "Misc/Guid.h"
class ITextureFormat;
class ITextureTiler;
namespace UE { namespace DerivedData { class FBuildVersionBuilder; } }
class FTextureBuildFunction : public UE::DerivedData::IBuildFunction
{
public:
TEXTUREBUILD_API virtual FGuid GetVersion() const final;
TEXTUREBUILD_API virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const override;
TEXTUREBUILD_API virtual void Build(UE::DerivedData::FBuildContext& Context) const override;
protected:
virtual void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const = 0;
};
/**
* This function does the meat of breaking out the inputs from the build context and handing them
* to the tiler, then packing them back up for the build process.
*/
TEXTUREBUILD_API void GenericTextureTilingBuildFunction(UE::DerivedData::FBuildContext& Context, const ITextureTiler* Tiler, const UE::DerivedData::FUtf8SharedString& BuildFunctionName);
/**
* This build function expects an implementation of ITextureTiler as its template
* and looks a bit awkward because IBuildFunction is required to not have any state,
* so we can't put the instance of the ITextureTiler on our object - hence the odd
* statics.
*/
template <class ITextureTilerObject>
class FGenericTextureTilingBuildFunction : public UE::DerivedData::IBuildFunction
{
virtual void Build(UE::DerivedData::FBuildContext& Context) const
{
ITextureTilerObject Tiler;
GenericTextureTilingBuildFunction(Context, &Tiler, GetName());
}
virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const
{
Context.SetCacheBucket(UE::DerivedData::FCacheBucket(UTF8TEXTVIEW("TiledTextures")));
}
virtual FGuid GetVersion() const final { return ITextureTilerObject::GetBuildFunctionVersionGuid(); }
const UE::DerivedData::FUtf8SharedString& GetName() const final
{
static UE::DerivedData::FUtf8SharedString Name(ITextureTilerObject::GetBuildFunctionNameStatic());
return Name;
}
};