Files
UnrealEngineUWP/Engine/Source/Developer/TargetPlatform/Public/ChildTextureFormat.h
Marc Audy 68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00

193 lines
6.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "TextureCompressorModule.h"
/**
* Version of ITextureFormat that handles a child texture format that is used as a "post-process" after compressing textures, useful for
* several platforms that need to modify already compressed texture data for optimal data
*/
class FChildTextureFormat : public ITextureFormat
{
public:
FChildTextureFormat(const TCHAR* PlatformFormatPrefix)
: FormatPrefix(PlatformFormatPrefix)
{
}
protected:
void AddBaseTextureFormatModules(const TCHAR* ModuleNameWildcard)
{
TArray<FName> Modules;
FModuleManager::Get().FindModules(ModuleNameWildcard, Modules);
for (FName ModuleName : Modules)
{
// if this fails to load, there's a logic error, so use Checked
ITextureFormat* BaseFormat = FModuleManager::LoadModuleChecked<ITextureFormatModule>(ModuleName).GetTextureFormat();
BaseFormat->GetSupportedFormats(BaseFormats);
}
}
FName GetBaseFormatName(FName PlatformName) const
{
return FName(*(PlatformName.ToString().Replace(*FormatPrefix, TEXT(""))));
}
/**
* Given a platform specific format name, get the parent texture format object
*/
const ITextureFormat* GetBaseFormatObject(FName PlatformName) const
{
FName BaseFormatName = GetBaseFormatName(PlatformName);
ITargetPlatformManagerModule& TPM = FModuleManager::LoadModuleChecked<ITargetPlatformManagerModule>("TargetPlatform");
const ITextureFormat* FormatObject = TPM.FindTextureFormat(BaseFormatName);
checkf(FormatObject != nullptr, TEXT("Bad PlatformName %s passed to FChildTextureFormat::GetBaseFormatObject()"));
return FormatObject;
}
/**
* The final version is a combination of parent and child formats, 8 bits for each
*/
virtual uint8 GetChildFormatVersion(FName Format, const struct FTextureBuildSettings* BuildSettings) const = 0;
/**
* Make the child type think about if they need a key string or not, by making it pure virtual
*/
virtual FString GetChildDerivedDataKeyString(const class UTexture& Texture, const FTextureBuildSettings* BuildSettings) const = 0;
public:
//// ITextureFormat interface ////
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
for (FName BaseFormat : BaseFormats)
{
FName ChildFormat(*(FormatPrefix + BaseFormat.ToString()));
OutFormats.Add(ChildFormat);
}
}
virtual uint16 GetVersion(FName Format, const struct FTextureBuildSettings* BuildSettings) const final
{
uint16 BaseVersion = GetBaseFormatObject(Format)->GetVersion(Format, BuildSettings);
checkf(BaseVersion < 256, TEXT("BaseFormat for %s had too large a version (%d), must fit in 8bits"), *Format.ToString(), BaseVersion);
uint8 ChildVersion = GetChildFormatVersion(Format, BuildSettings);
// 8 bits for each version
return (BaseVersion << 8) | ChildVersion;
}
virtual FString GetDerivedDataKeyString(const class UTexture& Texture, const FTextureBuildSettings* BuildSettings) const final
{
FString BaseString = GetBaseFormatObject(BuildSettings->TextureFormatName)->GetDerivedDataKeyString(Texture, BuildSettings);
FString ChildString = GetChildDerivedDataKeyString(Texture, BuildSettings);
return BaseString + ChildString;
}
virtual EPixelFormat GetPixelFormatForImage(const struct FTextureBuildSettings& BuildSettings, const struct FImage& ExampleImage, bool bImageHasAlphaChannel) const override
{
FTextureBuildSettings Settings = BuildSettings;
Settings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
return GetBaseFormatObject(BuildSettings.TextureFormatName)->GetPixelFormatForImage(Settings, ExampleImage, bImageHasAlphaChannel);
}
bool CompressBaseImage(
const FImage& InImage,
const struct FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage
) const
{
FTextureBuildSettings BaseSettings = BuildSettings;
BaseSettings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
// pass along the compression to the base format
if (GetBaseFormatObject(BuildSettings.TextureFormatName)->CompressImage(InImage, BaseSettings, bImageHasAlphaChannel, OutCompressedImage) == false)
{
UE_LOG(LogTemp, Error, TEXT("Failed to compress with base compressor [format %s]"), *BaseSettings.TextureFormatName.ToString());
return false;
}
return true;
}
bool CompressBaseImageTiled(
const FImage* Images,
uint32 NumImages,
const struct FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
TSharedPtr<FTilerSettings>& TilerSettings,
FCompressedImage2D& OutCompressedImage
) const
{
FTextureBuildSettings BaseSettings = BuildSettings;
BaseSettings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
// pass along the compression to the base format
if (GetBaseFormatObject(BuildSettings.TextureFormatName)->CompressImageTiled(Images, NumImages, BaseSettings, bImageHasAlphaChannel, TilerSettings, OutCompressedImage) == false)
{
UE_LOG(LogTemp, Error, TEXT("Failed to compress with base tiled compressor [format %s]"), *BaseSettings.TextureFormatName.ToString());
return false;
}
return true;
}
bool PrepareTiling(
const FImage* Images,
const uint32 NumImages,
const struct FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
TSharedPtr<FTilerSettings>& OutTilerSettings,
TArray<FCompressedImage2D>& OutCompressedImages
) const override
{
FTextureBuildSettings BaseSettings = BuildSettings;
BaseSettings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
return GetBaseFormatObject(BuildSettings.TextureFormatName)->PrepareTiling(Images, NumImages, BaseSettings, bImageHasAlphaChannel, OutTilerSettings, OutCompressedImages);
}
bool SetTiling(
const struct FTextureBuildSettings& BuildSettings,
TSharedPtr<FTilerSettings>& TilerSettings,
const TArray64<uint8>& ReorderedBlocks,
uint32 NumBlocks
) const override
{
FTextureBuildSettings BaseSettings = BuildSettings;
BaseSettings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
return GetBaseFormatObject(BuildSettings.TextureFormatName)->SetTiling(BaseSettings, TilerSettings, ReorderedBlocks, NumBlocks);
}
void ReleaseTiling(const struct FTextureBuildSettings& BuildSettings, TSharedPtr<FTilerSettings>& TilerSettings) const override
{
FTextureBuildSettings BaseSettings = BuildSettings;
BaseSettings.TextureFormatName = GetBaseFormatName(BuildSettings.TextureFormatName);
return GetBaseFormatObject(BuildSettings.TextureFormatName)->ReleaseTiling(BuildSettings, TilerSettings);
}
protected:
// Prefix put before all formats from parent formats
FString FormatPrefix;
// List of base formats that. Combined with FormatPrefix, this contains all formats this can handle
TArray<FName> BaseFormats;
};