Files
UnrealEngineUWP/Engine/Source/Developer/TextureBuildUtilities/Public/TextureBuildUtilities.h
charles bloom ada7f6b1d8 Texture GetBuildRequiredEstimate better estimate of texture build memory needed
create new TextureBuildUtilities module that can be used from Engine or TextureBuildWorker
new cvar memory.WindowsPlatformMemoryGetStatsLimitTotalVirtualGB simulates a lower memory system

#rb fabian.giesen
#preflight 62b34bf8650c9d5857a38514

[CL 20786800 by charles bloom in ue5-main branch]
2022-06-22 20:21:16 -04:00

41 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ImageCore.h"
#include "TextureCompressorModule.h" // for FTextureBuildSettings
/***
TextureBuildUtilities is a utility module for shared code that Engine and TextureBuildWorker (no Engine) can both see
for Texture-related functions that don't need Texture.h/UTexture
TextureBuildUtilities is hard-linked to the Engine so no LoadModule/ModuleInterface is needed
***/
namespace UE
{
namespace TextureBuildUtilities
{
TEXTUREBUILDUTILITIES_API bool TextureFormatIsHdr(FName const& InName);
// Removes platform and other custom prefixes from the name.
// Returns plain format name and the non-platform prefix (with trailing underscore).
// i.e. PLAT_BLAH_AutoDXT returns AutoDXT and writes BLAH_ to OutPrefix.
TEXTUREBUILDUTILITIES_API const FName TextureFormatRemovePrefixFromName(FName const& InName, FName& OutPrefix);
FORCEINLINE const FName TextureFormatRemovePrefixFromName(FName const& InName)
{
FName OutPrefix;
return TextureFormatRemovePrefixFromName(InName,OutPrefix);
}
TEXTUREBUILDUTILITIES_API ERawImageFormat::Type GetVirtualTextureBuildIntermediateFormat(const FTextureBuildSettings& BuildSettings);
}
}