Files
UnrealEngineUWP/Engine/Source/Runtime/ImageWrapper/Private/JpegImageWrapper.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

175 lines
4.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "JpegImageWrapper.h"
#include "Misc/ScopeLock.h"
#if WITH_UNREALJPEG
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wshadow"
#if PLATFORM_LINUX || PLATFORM_MAC
#pragma clang diagnostic ignored "-Wshift-negative-value" // clang 3.7.0
#endif
#endif
PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS
#include "jpgd.h"
#include "jpgd.cpp"
#include "jpge.h"
#include "jpge.cpp"
PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS
#ifdef __clang__
#pragma clang diagnostic pop
#endif
DEFINE_LOG_CATEGORY_STATIC(JPEGLog, Log, All);
// Only allow one thread to use JPEG decoder at a time (it's not thread safe)
FCriticalSection GJPEGSection;
/* FJpegImageWrapper structors
*****************************************************************************/
FJpegImageWrapper::FJpegImageWrapper( int32 InNumComponents )
: FImageWrapperBase(),
NumComponents(InNumComponents)
{ }
/* FImageWrapperBase interface
*****************************************************************************/
bool FJpegImageWrapper::SetCompressed( const void* InCompressedData, int32 InCompressedSize )
{
jpgd::jpeg_decoder_mem_stream jpeg_memStream( (uint8*)InCompressedData, InCompressedSize );
jpgd::jpeg_decoder decoder(&jpeg_memStream);
if ( decoder.get_error_code() != jpgd::JPGD_SUCCESS )
return false;
bool bResult = FImageWrapperBase::SetCompressed( InCompressedData, InCompressedSize );
// We don't support 16 bit jpegs
BitDepth = 8;
Width = decoder.get_width();
Height = decoder.get_height();
switch ( decoder.get_num_components() )
{
case 1:
Format = ERGBFormat::Gray;
break;
case 3:
Format = ERGBFormat::RGBA;
break;
default:
return false;
}
return bResult;
}
bool FJpegImageWrapper::SetRaw( const void* InRawData, int32 InRawSize, const int32 InWidth, const int32 InHeight, const ERGBFormat::Type InFormat, const int32 InBitDepth )
{
check((InFormat == ERGBFormat::RGBA || InFormat == ERGBFormat::BGRA || InFormat == ERGBFormat::Gray) && InBitDepth == 8);
bool bResult = FImageWrapperBase::SetRaw( InRawData, InRawSize, InWidth, InHeight, InFormat, InBitDepth );
return bResult;
}
void FJpegImageWrapper::Compress( int32 Quality )
{
if (CompressedData.Num() == 0)
{
FScopeLock JPEGLock(&GJPEGSection);
if (Quality == 0) {Quality = 85;}
ensure(Quality >= 1 && Quality <= 100);
Quality = FMath::Clamp(Quality, 1, 100);
check( RawData.Num() );
check( Width > 0 );
check( Height > 0 );
// re-order components if required - JPEGs expect RGBA
if(RawFormat == ERGBFormat::BGRA)
{
FColor* Colors = (FColor*)RawData.GetData();
const int32 NumColors = RawData.Num() / 4;
for(int32 ColorIndex = 0; ColorIndex < NumColors; ColorIndex++)
{
uint8 Temp = Colors[ColorIndex].B;
Colors[ColorIndex].B = Colors[ColorIndex].R;
Colors[ColorIndex].R = Temp;
}
}
CompressedData.Empty();
CompressedData.AddUninitialized(RawData.Num());
int OutBufferSize = CompressedData.Num();
jpge::params Parameters;
Parameters.m_quality = Quality;
bool bSuccess = jpge::compress_image_to_jpeg_file_in_memory(
CompressedData.GetData(), OutBufferSize, Width, Height, NumComponents, RawData.GetData(), Parameters);
check(bSuccess);
CompressedData.RemoveAt(OutBufferSize, CompressedData.Num() - OutBufferSize);
}
}
void FJpegImageWrapper::Uncompress( const ERGBFormat::Type InFormat, int32 InBitDepth )
{
// Ensure we haven't already uncompressed the file.
if ( RawData.Num() != 0 )
{
return;
}
// Get the number of channels we need to extract
int Channels = 0;
if ( ( InFormat == ERGBFormat::RGBA || InFormat == ERGBFormat::BGRA ) && InBitDepth == 8 )
{
Channels = 4;
}
else if ( InFormat == ERGBFormat::Gray && InBitDepth == 8 )
{
Channels = 1;
}
else
{
check( false );
}
FScopeLock JPEGLock( &GJPEGSection );
check( CompressedData.Num() );
int32 NumColors;
uint8* OutData = jpgd::decompress_jpeg_image_from_memory(
CompressedData.GetData(), CompressedData.Num(), &Width, &Height, &NumColors, Channels);
RawData.Empty();
RawData.AddUninitialized( Width * Height * Channels );
if (OutData)
{
FMemory::Memcpy(RawData.GetData(), OutData, RawData.Num());
FMemory::Free(OutData);
}
}
#endif //WITH_JPEG