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- Load the proper delay-loaded dll depending on instruction support of the current platform.
- Replaced reciprocal approximation with proper division.
- This improves performance as the division is faster than a reciprocal with refinement on recent CPUs.
- This improves quality as the division provides higher precision.
- It fixes a nasty non-determinism in the DDC because reciprocal yield different results on different CPUs.
- Configured so that AVX2 and SSE2 results are exactly the same (see config.h).
- More details can be found in config.h
- 80.773s -> 47.547s for single-threaded 8k texture compression
- 18m34s -> 14m50s for recompressing all textures of Reverb P_World during level loading.
#rb Francis.Hurteau, Geoff.Evans
[CL 14362917 by danny couture in ue5-main branch]
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class nvTextureTools : ModuleRules
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{
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public nvTextureTools(ReadOnlyTargetRules Target) : base(Target)
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{
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Type = ModuleType.External;
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string nvttPath = Target.UEThirdPartySourceDirectory + "nvTextureTools/nvTextureTools-2.0.8/";
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string nvttLibPath = nvttPath + "lib";
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PublicIncludePaths.Add(nvttPath + "src/src");
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if (Target.Platform == UnrealTargetPlatform.Win64)
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{
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nvttLibPath += ("/Win64/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
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PublicAdditionalLibraries.Add(nvttLibPath + "nvtt_64.lib");
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PublicDelayLoadDLLs.Add("nvtt_64.dll");
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll");
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Win32)
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{
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nvttLibPath += ("/Win32/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
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PublicAdditionalLibraries.Add(nvttLibPath + "nvtt.lib");
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PublicDelayLoadDLLs.Add("nvtt.dll");
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RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win32/nvtt.dll");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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string NVCorePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvcore.dylib";
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string NVImagePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvimage.dylib";
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string NVMathPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvmath.dylib";
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string NVTTPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvtt.dylib";
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PublicDelayLoadDLLs.Add(NVCorePath);
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PublicDelayLoadDLLs.Add(NVImagePath);
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PublicDelayLoadDLLs.Add(NVMathPath);
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PublicDelayLoadDLLs.Add(NVTTPath);
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RuntimeDependencies.Add(NVCorePath);
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RuntimeDependencies.Add(NVImagePath);
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RuntimeDependencies.Add(NVMathPath);
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RuntimeDependencies.Add(NVTTPath);
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PublicAdditionalLibraries.Add(nvttPath + "lib/Mac/libsquish.a");
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}
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else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
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{
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string NvBinariesDir = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Linux/" + Target.Architecture;
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PrivateRuntimeLibraryPaths.Add(NvBinariesDir);
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvcore.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvimage.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvmath.so");
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PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvtt.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvcore.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvimage.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvmath.so");
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RuntimeDependencies.Add(NvBinariesDir + "/libnvtt.so");
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}
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}
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}
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