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UnrealEngineUWP/Engine/Source/Runtime/MeshDescription/Public
paul chipchase 1178d572e0 Remove UE_USE_VIRTUALBULKDATA and the associated code path, there is now no easy way to revert back to old bulkdata format for StaticMesh/Textures.
#rb Danny.Couture
#rnx
#preflight 60d0386978c3b00001d06c06

* Macro removal
- UE_USE_VIRTUALBULKDATA: Asssumed to be 1.
- UE_VBD_TO_OLD_BULKDATA_PATH: Assumed to be 0 and code paths entirely deleted.
- UE_VBD_CONST: Assumed to be'const'
- Now that these macros are no longer in use some includes of VirtualizationManager.h can be removed (or moved to the cpp).

*VirtualizedBulkData
- No longer need need to include VirtualizationManager.h in the bulkdata header file so that is moved to the cpp.
- Removed ::GetBulkDataSize which was only added to keep compatibility to older code paths. This method has not yet been released publicly(it's not in EA) so we don't need to worry that anyone is actually using it.
- Add a new method ::HasPayloadData that allows the caller to poll if the payload exists and if it has a valid data length rather than calling ::GetPayloadSize (I'd like to move away from the need for calling code to know how large the payload is until the payload is actually pulled as it will make eventual thread safety code easier to do in the future).
- Added a method ::SetCompressionFormat that allows the compression format to be changed. Normally this should only be done when ::UpdatePayload is called but we need a way to fix old textures that were saved with the wrong compression flags for a time and to do that we need to be able to 'reset' the compression format in some cases. The method is documented to try and make it clear that this is not really intended for general use. At some point in the future if the engine mandates that packages be resaved to a specific version we can look into deprecating this call.

*StaticMeshSourceData
- MESHDATAKEY_STATICMESH_DERIVEDDATA_VER is currently 1 character shorter than it should be, but that doesn't seem worth changing the key to fix.

*Texture
- When accessing data from IImageWrapper we can take the data pointer directly from the TArray and give it's ownership to the FSharedBuffer being returned rather than cloning it.
- Deprecated FTextureSource::LoadBulkDataWithFileReader as with VBD it will always return true.
- FMipAllocation cannot yet be deleted as it is still required for Lock/Unlock but we can remove the support for old style FByteBulkData for now. There is further clean up work to be done here but we would have to make bigger changes to the FTextureSource api.
- FMipData can now store the data in FSharedBuffer format. In the future we can allow people to access mips via views rather than always taking copies to reduce unnecessary data transfer. This also eliminates the need to pass in a lock.
- FTextureSource::InitLayered still supports the parameter 'NewData' potentially being nullptr (in which case we set the texture data to uninitialized memory) this is another candidate for a future code clean up.
- Added a ::HasPayloadData to use instead of ::GetSizeOnDisk as in many cases the calling code is only interested if there is data at all and not what the exact size is.

* Testing
- Ran benchmarks before/after for cold cooks of an internal project showing overall cook times going from 1:54:28 down to 1:49:36 on average.

[CL 16727381 by paul chipchase in ue5-main branch]
2021-06-21 08:53:20 -04:00
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