Files
UnrealEngineUWP/Engine/Source/ThirdParty/nvTextureTools/nvTextureTools.Build.cs
danny couture 90ed5f144f Optimize NVTT texture compression using AVX2
- 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]
2020-09-22 05:48:20 -04:00

75 lines
2.8 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class nvTextureTools : ModuleRules
{
public nvTextureTools(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
string nvttPath = Target.UEThirdPartySourceDirectory + "nvTextureTools/nvTextureTools-2.0.8/";
string nvttLibPath = nvttPath + "lib";
PublicIncludePaths.Add(nvttPath + "src/src");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
nvttLibPath += ("/Win64/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
PublicAdditionalLibraries.Add(nvttLibPath + "nvtt_64.lib");
PublicDelayLoadDLLs.Add("nvtt_64.dll");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Win32)
{
nvttLibPath += ("/Win32/VS" + Target.WindowsPlatform.GetVisualStudioCompilerVersionName() + "/");
PublicAdditionalLibraries.Add(nvttLibPath + "nvtt.lib");
PublicDelayLoadDLLs.Add("nvtt.dll");
RuntimeDependencies.Add("$(EngineDir)/Binaries/ThirdParty/nvTextureTools/Win32/nvtt.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
string NVCorePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvcore.dylib";
string NVImagePath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvimage.dylib";
string NVMathPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvmath.dylib";
string NVTTPath = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Mac/libnvtt.dylib";
PublicDelayLoadDLLs.Add(NVCorePath);
PublicDelayLoadDLLs.Add(NVImagePath);
PublicDelayLoadDLLs.Add(NVMathPath);
PublicDelayLoadDLLs.Add(NVTTPath);
RuntimeDependencies.Add(NVCorePath);
RuntimeDependencies.Add(NVImagePath);
RuntimeDependencies.Add(NVMathPath);
RuntimeDependencies.Add(NVTTPath);
PublicAdditionalLibraries.Add(nvttPath + "lib/Mac/libsquish.a");
}
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
{
string NvBinariesDir = Target.UEThirdPartyBinariesDirectory + "nvTextureTools/Linux/" + Target.Architecture;
PrivateRuntimeLibraryPaths.Add(NvBinariesDir);
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvcore.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvimage.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvmath.so");
PublicAdditionalLibraries.Add(NvBinariesDir + "/libnvtt.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvcore.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvimage.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvmath.so");
RuntimeDependencies.Add(NvBinariesDir + "/libnvtt.so");
}
}
}