Files
UnrealEngineUWP/Engine/Source/Developer/TextureFormatASTC/Private/TextureFormatASTC.cpp
ben woodhouse 31208ca2a1 Add a new set of ASTC pixel formats for storing high precision normals in RG channels. The texture is encoded as LA for higher precision, swizzled to RG at runtime for shader compatibility with BC5. Requires RHI support.
Runtime pixel formats are named  PF_ASTC_<blocksize>_NORM_RG. Use texture format name ASTC_NormalRG_Precise for encoding.

[CL 25563983 by ben woodhouse in ue5-main branch]
2023-05-22 10:41:55 -04:00

643 lines
20 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "HAL/PlatformProcess.h"
#include "HAL/FileManager.h"
#include "Misc/CommandLine.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Misc/Guid.h"
#include "Misc/ConfigCacheIni.h"
#include "ImageCore.h"
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "TextureCompressorModule.h"
#include "PixelFormat.h"
#include "Serialization/CompactBinary.h"
#include "Serialization/CompactBinaryWriter.h"
#include "TextureBuildFunction.h"
#include "DerivedDataBuildFunctionFactory.h"
#include "DerivedDataSharedString.h"
#include "HAL/IConsoleManager.h"
#include "astcenc.h"
/****
*
* TextureFormatASTC runs the ARM astcenc
*
* or redirects to Intel ISPC texcomp*
*
*****/
// when GASTCCompressor == 0 ,use TextureFormatIntelISPCTexComp instead of this
// @todo Oodle : GASTCCompressor global breaks DDC2. Need to pass through so TBW can see.
int32 GASTCCompressor = 1;
static FAutoConsoleVariableRef CVarASTCCompressor(
TEXT("cook.ASTCTextureCompressor"),
GASTCCompressor,
TEXT("0: IntelISPC, 1: Arm"),
ECVF_Default | ECVF_ReadOnly
);
#if PLATFORM_WINDOWS || PLATFORM_LINUX || PLATFORM_MAC
#define SUPPORTS_ISPC_ASTC 1
#else
#define SUPPORTS_ISPC_ASTC 0
#endif
// increment this if you change anything that will affect compression in this file
#define BASE_ASTC_FORMAT_VERSION 48
#define MAX_QUALITY_BY_SIZE 4
#define MAX_QUALITY_BY_SPEED 3
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatASTC, Log, All);
class FASTCTextureBuildFunction final : public FTextureBuildFunction
{
const UE::DerivedData::FUtf8SharedString& GetName() const final
{
static const UE::DerivedData::FUtf8SharedString Name(UTF8TEXTVIEW("ASTCTexture"));
return Name;
}
void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const final
{
static FGuid Version(TEXT("4788dab5-b99c-479f-bc34-6d7df1cf30e5"));
Builder << Version;
OutTextureFormatVersioning = FModuleManager::GetModuleChecked<ITextureFormatModule>(TEXT("TextureFormatASTC")).GetTextureFormat();
}
};
/**
* Macro trickery for supported format names.
*/
#define ENUM_SUPPORTED_FORMATS(op) \
op(ASTC_RGB) \
op(ASTC_RGBA) \
op(ASTC_RGBAuto) \
op(ASTC_RGBA_HQ) \
op(ASTC_RGB_HDR) \
op(ASTC_NormalLA) \
op(ASTC_NormalAG) \
op(ASTC_NormalRG) \
op(ASTC_NormalRG_Precise) // Encoded as LA for precision, mapped to RG at runtime. RHI needs to support PF_ASTC_*_NORM_RG formats (requires runtime swizzle)
#define DECL_FORMAT_NAME(FormatName) static FName GTextureFormatName##FormatName = FName(TEXT(#FormatName));
ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME);
#undef DECL_FORMAT_NAME
#define DECL_FORMAT_NAME_ENTRY(FormatName) GTextureFormatName##FormatName ,
static FName GSupportedTextureFormatNames[] =
{
ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME_ENTRY)
};
#undef DECL_FORMAT_NAME_ENTRY
#undef ENUM_SUPPORTED_FORMATS
// ASTC file header format
#if PLATFORM_SUPPORTS_PRAGMA_PACK
#pragma pack(push, 4)
#endif
#define ASTC_MAGIC_CONSTANT 0x5CA1AB13
struct FASTCHeader
{
uint32 Magic;
uint8 BlockSizeX;
uint8 BlockSizeY;
uint8 BlockSizeZ;
uint8 TexelCountX[3];
uint8 TexelCountY[3];
uint8 TexelCountZ[3];
};
#if PLATFORM_SUPPORTS_PRAGMA_PACK
#pragma pack(pop)
#endif
static bool IsNormalMapFormat(FName TextureFormatName)
{
return
TextureFormatName == GTextureFormatNameASTC_NormalAG ||
TextureFormatName == GTextureFormatNameASTC_NormalRG ||
TextureFormatName == GTextureFormatNameASTC_NormalLA ||
TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise;
}
static int32 GetDefaultCompressionBySizeValue(FCbObjectView InFormatConfigOverride)
{
// this is code duped between TextureFormatASTC and TextureFormatISPC
if (InFormatConfigOverride)
{
// If we have an explicit format config, then use it directly
FCbFieldView FieldView = InFormatConfigOverride.FindView("DefaultASTCQualityBySize");
checkf(FieldView.HasValue(), TEXT("Missing DefaultASTCQualityBySize key from FormatConfigOverride"));
int32 CompressionModeValue = FieldView.AsInt32();
checkf(!FieldView.HasError(), TEXT("Failed to parse DefaultASTCQualityBySize value from FormatConfigOverride"));
return CompressionModeValue;
}
else
{
// default of 0 == 12x12 ?
// BaseEngine.ini sets DefaultASTCQualityBySize to 3 == 6x6
auto GetCompressionModeValue = []() {
// start at default quality, then lookup in .ini file
int32 CompressionModeValue = 0;
GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySize"), CompressionModeValue, GEngineIni);
FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybysize="), CompressionModeValue);
return FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SIZE);
};
static int32 CompressionModeValue = GetCompressionModeValue();
return CompressionModeValue;
}
}
static int32 GetDefaultCompressionBySpeedValue(FCbObjectView InFormatConfigOverride)
{
if (InFormatConfigOverride)
{
// If we have an explicit format config, then use it directly
FCbFieldView FieldView = InFormatConfigOverride.FindView("DefaultASTCQualityBySpeed");
checkf(FieldView.HasValue(), TEXT("Missing DefaultASTCQualityBySpeed key from FormatConfigOverride"));
int32 CompressionModeValue = FieldView.AsInt32();
checkf(!FieldView.HasError(), TEXT("Failed to parse DefaultASTCQualityBySpeed value from FormatConfigOverride"));
return CompressionModeValue;
}
else
{
// default of 0 == "fastest"
auto GetCompressionModeValue = []() {
// start at default quality, then lookup in .ini file
int32 CompressionModeValue = 0;
GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySpeed"), CompressionModeValue, GEngineIni);
FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybyspeed="), CompressionModeValue);
return FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SPEED);
};
static int32 CompressionModeValue = GetCompressionModeValue();
return CompressionModeValue;
}
}
static EPixelFormat GetQualityFormat(const FTextureBuildSettings& BuildSettings)
{
// code dupe between TextureFormatASTC and TextureFormatISPC
const FCbObjectView& InFormatConfigOverride = BuildSettings.FormatConfigOverride;
int32 OverrideSizeValue= BuildSettings.CompressionQuality;
bool bIsNormalMap = IsNormalMapFormat(BuildSettings.TextureFormatName);
bool bIsHQ = BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA_HQ;
bool bHDRFormat = BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB_HDR;
if ( bIsNormalMap )
{
if ( BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise )
{
return PF_ASTC_6x6_NORM_RG;
}
return PF_ASTC_6x6;
}
else if ( bIsHQ )
{
return PF_ASTC_4x4;
}
else if (BuildSettings.bVirtualStreamable)
{
return PF_ASTC_4x4;
}
// CompressionQuality value here is ETextureCompressionQuality minus 1
// convert to a string
EPixelFormat Format = PF_Unknown;
if (bHDRFormat)
{
switch (OverrideSizeValue >= 0 ? OverrideSizeValue : GetDefaultCompressionBySizeValue(InFormatConfigOverride))
{
case 0: Format = PF_ASTC_12x12_HDR; break;
case 1: Format = PF_ASTC_10x10_HDR; break;
case 2: Format = PF_ASTC_8x8_HDR; break;
case 3: Format = PF_ASTC_6x6_HDR; break;
case 4: Format = PF_ASTC_4x4_HDR; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Max quality higher than expected"));
}
}
else
{
switch (OverrideSizeValue >= 0 ? OverrideSizeValue : GetDefaultCompressionBySizeValue(InFormatConfigOverride))
{
case 0: Format = PF_ASTC_12x12; break;
case 1: Format = PF_ASTC_10x10; break;
case 2: Format = PF_ASTC_8x8; break;
case 3: Format = PF_ASTC_6x6; break;
case 4: Format = PF_ASTC_4x4; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Max quality higher than expected"));
}
}
return Format;
}
static bool ASTCEnc_Compress(
const FImage& InImage,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage)
{
bool bHDRImage = BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB_HDR;
// DestGamma is how the texture will be bound to GPU
bool bSRGB = BuildSettings.GetDestGammaSpace() == EGammaSpace::sRGB;
check( !bHDRImage || !bSRGB );
// Get Raw Image Data from passed in FImage & convert to BGRA8 or RGBA16F
// note: wasteful, often copies image to same format
FImage Image;
InImage.CopyTo(Image, bHDRImage ? ERawImageFormat::RGBA16F : ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
if (bHDRImage)
{
// ASTC can encode floats that BC6H can't
// but still clamp as if we were BC6H, so that the same output is made
// (eg. ASTC can encode A but BC6 can't; we stuff 1 in A here)
FImageCore::SanitizeFloat16AndSetAlphaOpaqueForBC6H(Image);
}
bool bIsNormalMap = IsNormalMapFormat(BuildSettings.TextureFormatName);
// Determine the compressed pixel format and compression parameters
EPixelFormat CompressedPixelFormat = GetQualityFormat(BuildSettings);
uint32 EncFlags = 0;
if (bIsNormalMap)
{
EncFlags |= ASTCENC_FLG_MAP_NORMAL;
}
astcenc_profile EncProfile = (bHDRImage ? ASTCENC_PRF_HDR_RGB_LDR_A : (bSRGB ? ASTCENC_PRF_LDR_SRGB : ASTCENC_PRF_LDR));
float EncQuality = ASTCENC_PRE_FAST;
switch (GetDefaultCompressionBySpeedValue(BuildSettings.FormatConfigOverride))
{
case 0: EncQuality = ASTCENC_PRE_FASTEST; break;
case 1: EncQuality = ASTCENC_PRE_FAST; break;
case 2: EncQuality = ASTCENC_PRE_MEDIUM; break;
case 3: EncQuality = ASTCENC_PRE_THOROUGH; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("ASTC speed quality higher than expected"));
}
uint32 BlockSizeX = GPixelFormats[CompressedPixelFormat].BlockSizeX;
uint32 BlockSizeY = GPixelFormats[CompressedPixelFormat].BlockSizeX;
uint32 BlockSizeZ = 1;
astcenc_config EncConfig;
{
astcenc_error EncStatus = astcenc_config_init(
EncProfile,
BlockSizeX,
BlockSizeX,
BlockSizeZ,
EncQuality,
EncFlags,
&EncConfig);
if (EncStatus != ASTCENC_SUCCESS)
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("astcenc_config_init has failed: %s"), ANSI_TO_TCHAR(astcenc_get_error_string(EncStatus)));
return false;
}
}
astcenc_swizzle EncSwizzle { ASTCENC_SWZ_R, ASTCENC_SWZ_G, ASTCENC_SWZ_B, ASTCENC_SWZ_A };
if (bHDRImage)
{
// BC6H does not support A
EncSwizzle.a = ASTCENC_SWZ_1;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBAuto ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA_HQ)
{
if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB || !bImageHasAlphaChannel)
{
// even if Name was RGBA we still use the RGB profile if !bImageHasAlphaChannel
// so that "Compress Without Alpha" can force us to opaque
// we need to set alpha to opaque here
// can do it using "1" in the bgra swizzle to astcenc
EncSwizzle.a = ASTCENC_SWZ_1;
}
// source is BGRA
EncSwizzle.r = ASTCENC_SWZ_B;
EncSwizzle.b = ASTCENC_SWZ_R;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalAG)
{
// note that DXT5n processing does "1g0r"
EncSwizzle.r = ASTCENC_SWZ_1;
EncSwizzle.g = ASTCENC_SWZ_G;
EncSwizzle.b = ASTCENC_SWZ_0;
EncSwizzle.a = ASTCENC_SWZ_B; // source is BGRA
EncConfig.tune_db_limit = FMath::Max(60.f, EncConfig.tune_db_limit);
EncConfig.cw_r_weight = 0.0f;
EncConfig.cw_g_weight = 1.0f;
EncConfig.cw_b_weight = 0.0f;
EncConfig.cw_a_weight = 1.0f;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG)
{
EncSwizzle.r = ASTCENC_SWZ_B; // source is BGRA
EncSwizzle.g = ASTCENC_SWZ_G;
EncSwizzle.b = ASTCENC_SWZ_0;
EncSwizzle.a = ASTCENC_SWZ_1;
EncConfig.tune_db_limit = FMath::Max(60.f, EncConfig.tune_db_limit);
EncConfig.cw_r_weight = 1.0f;
EncConfig.cw_g_weight = 1.0f;
EncConfig.cw_b_weight = 0.0f;
EncConfig.cw_a_weight = 0.0f;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalLA || BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise)
{
// L+A mode: rrrg
EncSwizzle.r = ASTCENC_SWZ_B;
EncSwizzle.g = ASTCENC_SWZ_B;
EncSwizzle.b = ASTCENC_SWZ_B;
EncSwizzle.a = ASTCENC_SWZ_G;
EncConfig.tune_db_limit = FMath::Max(60.f, EncConfig.tune_db_limit);
EncConfig.cw_r_weight = 1.0f;
EncConfig.cw_g_weight = 0.0f;
EncConfig.cw_b_weight = 0.0f;
EncConfig.cw_a_weight = 1.0f;
}
else
{
check(false);
}
astcenc_context* EncContext = nullptr;
{
uint32 EncThreadCount = 1;
astcenc_error EncStatus = astcenc_context_alloc(&EncConfig, EncThreadCount, &EncContext);
if (EncStatus != ASTCENC_SUCCESS)
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("astcenc_context_alloc has failed: %s"), ANSI_TO_TCHAR(astcenc_get_error_string(EncStatus)));
return false;
}
}
const int AlignedSizeX = AlignArbitrary(Image.SizeX, BlockSizeX);
const int AlignedSizeY = AlignArbitrary(Image.SizeY, BlockSizeY);
const int WidthInBlocks = AlignedSizeX / BlockSizeX;
const int HeightInBlocks = AlignedSizeY / BlockSizeY;
const int64 SizePerSlice = (int64)WidthInBlocks * HeightInBlocks * 16;
OutCompressedImage.RawData.AddUninitialized(SizePerSlice * Image.NumSlices);
TArray<uint8*, TInlineAllocator<1>> ImageSrcData;
ImageSrcData.Reserve(Image.NumSlices);
for (int32 SliceIdx = 0; SliceIdx < Image.NumSlices; SliceIdx++)
{
FImageView Slice = Image.GetSlice(SliceIdx);
uint8* SliceData;
if (bHDRImage)
{
SliceData = (uint8*)Slice.AsRGBA16F().GetData();
}
else
{
SliceData = (uint8*)Slice.AsBGRA8().GetData();
}
ImageSrcData.Add(SliceData);
}
astcenc_image EncImage;
EncImage.dim_x = Image.SizeX;
EncImage.dim_y = Image.SizeY;
EncImage.dim_z = Image.NumSlices;
EncImage.data = (void**)ImageSrcData.GetData();
EncImage.data_type = (bHDRImage ? ASTCENC_TYPE_F16 : ASTCENC_TYPE_U8);
astcenc_error EncStatus = astcenc_compress_image(
EncContext,
&EncImage,
&EncSwizzle,
OutCompressedImage.RawData.GetData(),
OutCompressedImage.RawData.Num(),
0);
astcenc_context_free(EncContext);
if (EncStatus == ASTCENC_SUCCESS)
{
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = CompressedPixelFormat;
return true;
}
else
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("astcenc_compress_image has failed: %s"), ANSI_TO_TCHAR(astcenc_get_error_string(EncStatus)));
return false;
}
}
/**
* ASTC texture format handler.
*/
class FTextureFormatASTC : public ITextureFormat
{
public:
FTextureFormatASTC()
: IntelISPCTexCompFormat(*FModuleManager::LoadModuleChecked<ITextureFormatModule>(TEXT("TextureFormatIntelISPCTexComp")).GetTextureFormat()),
ImageWrapperModule(FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper")))
{
// LoadModule has to be done on Main thread
// can't be done on-demand in the Compress call
}
virtual bool AllowParallelBuild() const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0)
{
return IntelISPCTexCompFormat.AllowParallelBuild();
}
#endif
return true;
}
virtual FName GetEncoderName(FName Format) const override
{
#if SUPPORTS_ISPC_ASTC
if (GASTCCompressor == 0)
{
return IntelISPCTexCompFormat.GetEncoderName(Format);
}
#endif
static const FName ASTCName("ArmASTC");
return ASTCName;
}
virtual FCbObject ExportGlobalFormatConfig(const FTextureBuildSettings& BuildSettings) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0)
{
return IntelISPCTexCompFormat.ExportGlobalFormatConfig(BuildSettings);
}
#endif
FCbWriter Writer;
Writer.BeginObject("TextureFormatASTCSettings");
Writer.AddInteger("DefaultASTCQualityBySize", GetDefaultCompressionBySizeValue(FCbObjectView()));
Writer.AddInteger("DefaultASTCQualityBySpeed", GetDefaultCompressionBySpeedValue(FCbObjectView()));
Writer.EndObject();
return Writer.Save().AsObject();
}
// Version for all ASTC textures, whether it's handled by the ARM encoder or the ISPC encoder.
virtual uint16 GetVersion(
FName Format,
const FTextureBuildSettings* BuildSettings = nullptr
) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0)
{
// set high bit so version numbers of ISPC and ASTC don't overlap :
check( BASE_ASTC_FORMAT_VERSION < 0x80 );
return 0x80 | IntelISPCTexCompFormat.GetVersion(Format,BuildSettings);
}
#endif
return BASE_ASTC_FORMAT_VERSION;
}
virtual FString GetDerivedDataKeyString(const FTextureBuildSettings& InBuildSettings, int32 InMipCount, const FIntVector3& InMip0Dimensions) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0)
{
return IntelISPCTexCompFormat.GetDerivedDataKeyString(InBuildSettings, InMipCount, InMip0Dimensions);
}
#endif
// ASTC block size chosen is in PixelFormat
EPixelFormat PixelFormat = GetQualityFormat(InBuildSettings);
int Speed = GetDefaultCompressionBySpeedValue(InBuildSettings.FormatConfigOverride);
return FString::Printf(TEXT("ASTC_%d_%d"), (int)PixelFormat,Speed);
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Append(GSupportedTextureFormatNames, sizeof(GSupportedTextureFormatNames)/sizeof(GSupportedTextureFormatNames[0]) );
}
virtual EPixelFormat GetEncodedPixelFormat(const FTextureBuildSettings& InBuildSettings, bool bInImageHasAlphaChannel) const override
{
return GetQualityFormat(InBuildSettings);
}
virtual bool CompressImage(
const FImage& InImage,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
int32 InMipIndex,
int32 InMipCount,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage
) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0)
{
UE_CALL_ONCE( [&](){
UE_LOG(LogTextureFormatASTC, Display, TEXT("TextureFormatASTC using ISPC"))
} );
// Route ASTC compression work to the ISPC module instead.
// note: ISPC can't do HDR, will throw an error
return IntelISPCTexCompFormat.CompressImage(InImage, BuildSettings, InMip0Dimensions, InMip0NumSlicesNoDepth, InMipIndex, InMipCount, DebugTexturePathName, bImageHasAlphaChannel, OutCompressedImage);
}
#endif
TRACE_CPUPROFILER_EVENT_SCOPE(ASTC.CompressImage);
UE_CALL_ONCE( [&](){
UE_LOG(LogTextureFormatASTC, Display, TEXT("TextureFormatASTC using astcenc"))
} );
return ASTCEnc_Compress(InImage, BuildSettings, InMip0Dimensions, InMip0NumSlicesNoDepth, DebugTexturePathName, bImageHasAlphaChannel, OutCompressedImage);
}
private:
const ITextureFormat& IntelISPCTexCompFormat;
IImageWrapperModule& ImageWrapperModule;
};
/**
* Module for ASTC texture compression.
*/
static ITextureFormat* Singleton = NULL;
class FTextureFormatASTCModule : public ITextureFormatModule
{
public:
FTextureFormatASTCModule()
{
}
virtual ~FTextureFormatASTCModule()
{
delete Singleton;
Singleton = NULL;
}
virtual void StartupModule() override
{
}
virtual bool CanCallGetTextureFormats() override { return false; }
virtual ITextureFormat* GetTextureFormat()
{
if (!Singleton)
{
Singleton = new FTextureFormatASTC();
}
return Singleton;
}
static inline UE::DerivedData::TBuildFunctionFactory<FASTCTextureBuildFunction> BuildFunctionFactory;
};
IMPLEMENT_MODULE(FTextureFormatASTCModule, TextureFormatASTC);