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UnrealEngineUWP/Engine/Source/Developer/TextureFormatUncompressed/Private/TextureFormatUncompressed.cpp
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

296 lines
8.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "TextureCompressorModule.h"
#include "PixelFormat.h"
#include "ImageCore.h"
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatUncompressed, Log, All);
/**
* Macro trickery for supported format names.
*/
#define ENUM_SUPPORTED_FORMATS(op) \
op(BGRA8) \
op(G8) \
op(G16) \
op(VU8) \
op(RGBA16F) \
op(XGXR8) \
op(RGBA8) \
op(POTERROR) \
op(R16F)
#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
/**
* Uncompressed texture format handler.
*/
class FTextureFormatUncompressed : public ITextureFormat
{
virtual bool AllowParallelBuild() const override
{
return true;
}
virtual uint16 GetVersion(
FName Format,
const struct FTextureBuildSettings* BuildSettings = nullptr
) const override
{
return 0;
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
for (int32 i = 0; i < UE_ARRAY_COUNT(GSupportedTextureFormatNames); ++i)
{
OutFormats.Add(GSupportedTextureFormatNames[i]);
}
}
virtual FTextureFormatCompressorCaps GetFormatCapabilities() const override
{
return FTextureFormatCompressorCaps(); // Default capabilities.
}
virtual bool CompressImage(
const FImage& InImage,
const struct FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage
) const override
{
if (BuildSettings.TextureFormatName == GTextureFormatNameG8)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::G8, BuildSettings.GetGammaSpace());
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_G8;
OutCompressedImage.RawData = Image.RawData;
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameG16)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::G16, EGammaSpace::Linear);
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = BuildSettings.bVolume ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_G16;
OutCompressedImage.RawData = Image.RawData;
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameVU8)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_V8U8;
uint64 NumTexels = (uint64)Image.SizeX * Image.SizeY * Image.NumSlices;
OutCompressedImage.RawData.Empty(NumTexels * 2);
OutCompressedImage.RawData.AddUninitialized(NumTexels * 2);
const FColor* FirstColor = (&Image.AsBGRA8()[0]);
const FColor* LastColor = FirstColor + NumTexels;
int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
{
*Dest++ = (int32)Color->R - 128;
*Dest++ = (int32)Color->G - 128;
}
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameBGRA8)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
OutCompressedImage.RawData = Image.RawData;
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA8)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
// swizzle each texel
uint64 NumTexels = (uint64)Image.SizeX * Image.SizeY * Image.NumSlices;
OutCompressedImage.RawData.Empty(NumTexels * 4);
OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
const FColor* FirstColor = (&Image.AsBGRA8()[0]);
const FColor* LastColor = FirstColor + NumTexels;
int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
{
*Dest++ = (int32)Color->R;
*Dest++ = (int32)Color->G;
*Dest++ = (int32)Color->B;
*Dest++ = (int32)Color->A;
}
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameXGXR8)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetGammaSpace());
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
// swizzle each texel
uint64 NumTexels = (uint64)Image.SizeX * Image.SizeY * Image.NumSlices;
OutCompressedImage.RawData.Empty(NumTexels * 4);
OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
const FColor* FirstColor = (&Image.AsBGRA8()[0]);
const FColor* LastColor = FirstColor + NumTexels;
int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
{
*Dest++ = (int32)Color->B;
*Dest++ = (int32)Color->G;
*Dest++ = (int32)Color->A;
*Dest++ = (int32)Color->R;
}
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::RGBA16F, EGammaSpace::Linear);
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_FloatRGBA;
OutCompressedImage.RawData = Image.RawData;
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameR16F)
{
FImage Image;
InImage.CopyTo(Image, ERawImageFormat::R16F, EGammaSpace::Linear);
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.SizeZ = BuildSettings.bVolume ? Image.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_R16F;
OutCompressedImage.RawData = Image.RawData;
return true;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNamePOTERROR)
{
// load the error image data we will just repeat into the texture
TArray64<uint8> ErrorData;
FFileHelper::LoadFileToArray(ErrorData, *(FPaths::EngineDir() / TEXT("Content/MobileResources/PowerOfTwoError64x64.raw")));
check(ErrorData.Num() == 16384);
// set output
OutCompressedImage.SizeX = InImage.SizeX;
OutCompressedImage.SizeY = InImage.SizeY;
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? InImage.NumSlices : 1;
OutCompressedImage.PixelFormat = PF_B8G8R8A8;
// allocate output memory
check(InImage.NumSlices == 1);
uint64 NumTexels = (uint64)InImage.SizeX * InImage.SizeY;
OutCompressedImage.RawData.Empty(NumTexels * 4);
OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
// write out texels
uint8* Src = ErrorData.GetData();
uint8* Dest = (uint8*)OutCompressedImage.RawData.GetData();
for (int32 Y = 0; Y < InImage.SizeY; Y++)
{
for (int32 X = 0; X < InImage.SizeX * 4; X++)
{
int32 SrcX = X & (64 * 4 - 1);
int32 SrcY = Y & 63;
Dest[(uint64)Y * InImage.SizeX * 4 + X] = Src[(uint64)SrcY * 64 * 4 + SrcX];
}
}
return true;
}
UE_LOG(LogTextureFormatUncompressed, Warning,
TEXT("Cannot convert uncompressed image to format '%s'."),
*BuildSettings.TextureFormatName.ToString()
);
return false;
}
};
/**
* Module for uncompressed texture formats.
*/
static ITextureFormat* Singleton = NULL;
class FTextureFormatUncompressedModule : public ITextureFormatModule
{
public:
virtual ~FTextureFormatUncompressedModule()
{
delete Singleton;
Singleton = NULL;
}
virtual ITextureFormat* GetTextureFormat()
{
if (!Singleton)
{
Singleton = new FTextureFormatUncompressed();
}
return Singleton;
}
};
IMPLEMENT_MODULE(FTextureFormatUncompressedModule, TextureFormatUncompressed);