Files
charles bloom fc82d1469a Texture fix GetBuildRequiredMemoryEstimate was not accounting for pow2 pad options
causing it to under-estimate memory use in some cases
move GetPowerOfTwoTargetTextureSize to TextureBuildUtilities so it can be shared
fix some comments

#rb Dan.Thompson, fabian.giesen

[CL 30947565 by charles bloom in 5.4 branch]
2024-01-26 18:26:18 -05:00

91 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ImageCore.h"
#include "Interfaces/ITextureFormat.h"
#include "Engine/TextureDefines.h"
struct FTextureBuildSettings;
/***
TextureBuildUtilities is a utility module for shared code that Engine and TextureBuildWorker (no Engine) can both see
for Texture-related functions that don't need Texture.h/UTexture
TextureBuildUtilities is hard-linked to the Engine so no LoadModule/ModuleInterface is needed
***/
namespace UE
{
namespace TextureBuildUtilities
{
enum
{
// The width and height of the placeholder gpu texture we create when the texture is cpu accessible.
PLACEHOLDER_TEXTURE_SIZE = 4
};
namespace EncodedTextureExtendedData
{
TEXTUREBUILDUTILITIES_API FCbObject ToCompactBinary(const FEncodedTextureExtendedData& InExtendedData);
TEXTUREBUILDUTILITIES_API bool FromCompactBinary(FEncodedTextureExtendedData& OutExtendedData, FCbObject InCbObject);
}
namespace EncodedTextureDescription
{
TEXTUREBUILDUTILITIES_API FCbObject ToCompactBinary(const FEncodedTextureDescription& InDescription);
TEXTUREBUILDUTILITIES_API bool FromCompactBinary(FEncodedTextureDescription& OutDescription, FCbObject InCbObject);
}
namespace TextureEngineParameters
{
TEXTUREBUILDUTILITIES_API FCbObject ToCompactBinaryWithDefaults(const FTextureEngineParameters& InEngineParameters);
TEXTUREBUILDUTILITIES_API bool FromCompactBinary(FTextureEngineParameters& OutEngineParameters, FCbObject InCbObject);
}
// Carries information out of the build that we don't want to cook or save off in the runtime
struct TEXTUREBUILDUTILITIES_API FTextureBuildMetadata
{
// Digests of the data at various processing stages so we can track down determinism issues
// that arise. Currently just the hash from before we pass to the encoders.
uint64 PreEncodeMipsHash = 0;
FCbObject ToCompactBinaryWithDefaults() const;
FTextureBuildMetadata(FCbObject InCbObject);
FTextureBuildMetadata() = default;
};
TEXTUREBUILDUTILITIES_API bool TextureFormatIsHdr(FName const& InName);
// Removes platform and other custom prefixes from the name.
// Returns plain format name and the non-platform prefix (with trailing underscore).
// i.e. PLAT_BLAH_AutoDXT returns AutoDXT and writes BLAH_ to OutPrefix.
TEXTUREBUILDUTILITIES_API const FName TextureFormatRemovePrefixFromName(FName const& InName, FName& OutPrefix);
// removes platform prefix but leaves other custom prefixes :
TEXTUREBUILDUTILITIES_API const FName TextureFormatRemovePlatformPrefixFromName(FName const& InName);
FORCEINLINE const FName TextureFormatRemovePrefixFromName(FName const& InName)
{
FName OutPrefix;
return TextureFormatRemovePrefixFromName(InName,OutPrefix);
}
// Get the format to use for output of the VT Intermediate stage, cutting into tiles and processing
// the next step will then encode from this format to the desired output format
TEXTUREBUILDUTILITIES_API ERawImageFormat::Type GetVirtualTextureBuildIntermediateFormat(const FTextureBuildSettings& BuildSettings);
TEXTUREBUILDUTILITIES_API void GetPlaceholderTextureImageInfo(FImageInfo* OutImageInfo);
TEXTUREBUILDUTILITIES_API void GetPlaceholderTextureImage(FImage* OutImage);
// Returns true if the target texture size is different and padding/stretching is required.
// if InPow2Setting == None, the Out sizes match the In sizes, and false is returned
TEXTUREBUILDUTILITIES_API bool GetPowerOfTwoTargetTextureSize(int32 InMip0SizeX, int32 InMip0SizeY, int32 InMip0NumSlices, bool bInIsVolume, ETexturePowerOfTwoSetting::Type InPow2Setting, int32 InResizeDuringBuildX, int32 InResizeDuringBuildY, int32& OutTargetSizeX, int32& OutTargetSizeY, int32& OutTargetSizeZ);
} // namespace TextureBuildUtilities
} // namespace UE