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fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips dont pad CompressedImage sizes, store true size clean up Texture size limits and VT conditions better default settings for texture import clean up initialization order of TextureFormatManagerModule #preflight 6250814a11261bc7b23d8f4b #rb fabian.giesen,julien.stjean [CL 19693287 by charles bloom in ue5-main branch]
660 lines
18 KiB
C++
660 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Misc/ScopeLock.h"
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#include "Containers/IndirectArray.h"
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#include "Stats/Stats.h"
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#include "Async/AsyncWork.h"
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#include "HAL/IConsoleManager.h"
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#include "ImageCore.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITextureFormat.h"
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#include "Interfaces/ITextureFormatModule.h"
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#include "TextureCompressorModule.h"
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#include "PixelFormat.h"
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#include "EngineLogs.h"
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#include "Async/ParallelFor.h"
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#include "TextureBuildFunction.h"
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#include "DerivedDataBuildFunctionFactory.h"
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#include "DerivedDataSharedString.h"
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#include "Misc/Paths.h"
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THIRD_PARTY_INCLUDES_START
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#include "nvtt/nvtt.h"
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THIRD_PARTY_INCLUDES_END
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DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatDXT, Log, All);
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class FDXTTextureBuildFunction final : public FTextureBuildFunction
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{
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const UE::DerivedData::FUtf8SharedString& GetName() const final
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{
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static const UE::DerivedData::FUtf8SharedString Name(UTF8TEXTVIEW("DXTTexture"));
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return Name;
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}
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void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const final
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{
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static FGuid Version(TEXT("c2d5dbc5-131c-4525-a332-843230076d99"));
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Builder << Version;
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OutTextureFormatVersioning = FModuleManager::GetModuleChecked<ITextureFormatModule>(TEXT("TextureFormatDXT")).GetTextureFormat();
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}
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};
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/**
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* Macro trickery for supported format names.
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*/
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#define ENUM_SUPPORTED_FORMATS(op) \
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op(DXT1) \
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op(DXT3) \
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op(DXT5) \
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op(AutoDXT) \
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op(DXT5n) \
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op(BC4) \
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op(BC5)
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#define DECL_FORMAT_NAME(FormatName) static FName GTextureFormatName##FormatName = FName(TEXT(#FormatName));
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME);
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#undef DECL_FORMAT_NAME
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#define DECL_FORMAT_NAME_ENTRY(FormatName) GTextureFormatName##FormatName ,
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static FName GSupportedTextureFormatNames[] =
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{
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME_ENTRY)
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};
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#undef DECL_FORMAT_NAME_ENTRY
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#undef ENUM_SUPPORTED_FORMATS
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/**
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* NVTT output handler.
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*/
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struct FNVOutputHandler : public nvtt::OutputHandler
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{
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explicit FNVOutputHandler( uint8* InBuffer, int32 InBufferSize )
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: Buffer(InBuffer)
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, BufferEnd(InBuffer + InBufferSize)
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{
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}
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~FNVOutputHandler()
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{
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}
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virtual void beginImage( int size, int width, int height, int depth, int face, int miplevel )
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{
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}
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virtual bool writeData( const void* data, int size )
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{
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check(data);
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check(Buffer + size <= BufferEnd);
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FMemory::Memcpy(Buffer, data, size);
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Buffer += size;
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return true;
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}
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virtual void endImage()
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{
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}
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uint8* Buffer;
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uint8* BufferEnd;
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};
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/**
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* NVTT error handler.
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*/
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struct FNVErrorHandler : public nvtt::ErrorHandler
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{
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FNVErrorHandler() :
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bSuccess(true)
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{}
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virtual void error(nvtt::Error e)
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{
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UE_LOG(LogTextureFormatDXT, Warning, TEXT("nvtt::compress() failed with error '%s'"), ANSI_TO_TCHAR(nvtt::errorString(e)));
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bSuccess = false;
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}
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bool bSuccess;
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};
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/**
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* All state objects needed for NVTT.
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*/
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class FNVTTCompressor
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{
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FNVOutputHandler OutputHandler;
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FNVErrorHandler ErrorHandler;
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nvtt::InputOptions InputOptions;
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nvtt::CompressionOptions CompressionOptions;
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nvtt::OutputOptions OutputOptions;
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nvtt::Compressor Compressor;
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public:
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/** Initialization constructor. */
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FNVTTCompressor(
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const void* SourceData,
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EPixelFormat PixelFormat,
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int32 SizeX,
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int32 SizeY,
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bool bSRGB,
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bool bIsNormalMap,
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uint8* OutBuffer,
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int32 BufferSize,
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bool bPreview = false)
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: OutputHandler(OutBuffer, BufferSize)
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{
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// CUDA acceleration currently disabled, needs more robust error handling
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// With one core of a Xeon 3GHz CPU, compressing a 2048^2 normal map to DXT1 with NVTT 2.0.4 takes 7.49s.
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// With the same settings but using CUDA and a Geforce 8800 GTX it takes 1.66s.
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// To use CUDA, a CUDA 2.0 capable driver is required (178.08 or greater) and a Geforce 8 or higher.
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const bool bUseCUDAAcceleration = false;
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// DXT1a support is currently not exposed.
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const bool bSupportDXT1a = false;
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// Quality level is hardcoded to production quality for now.
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const nvtt::Quality QualityLevel = bPreview ? nvtt::Quality_Fastest : nvtt::Quality_Production;
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nvtt::Format TextureFormat = nvtt::Format_DXT1;
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if (PixelFormat == PF_DXT1)
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{
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TextureFormat = bSupportDXT1a ? nvtt::Format_DXT1a : nvtt::Format_DXT1;
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}
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else if (PixelFormat == PF_DXT3)
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{
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TextureFormat = nvtt::Format_DXT3;
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}
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else if (PixelFormat == PF_DXT5 && bIsNormalMap)
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{
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TextureFormat = nvtt::Format_DXT5n;
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}
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else if (PixelFormat == PF_DXT5)
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{
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TextureFormat = nvtt::Format_DXT5;
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}
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else if (PixelFormat == PF_B8G8R8A8)
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{
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TextureFormat = nvtt::Format_RGBA;
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}
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else if (PixelFormat == PF_BC4)
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{
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TextureFormat = nvtt::Format_BC4;
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}
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else if (PixelFormat == PF_BC5)
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{
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TextureFormat = nvtt::Format_BC5;
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}
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else
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{
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UE_LOG(LogTextureFormatDXT,Fatal,
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TEXT("Unsupported EPixelFormat for compression: %u"),
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(uint32)PixelFormat
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);
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}
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InputOptions.setTextureLayout(nvtt::TextureType_2D, SizeX, SizeY);
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// Not generating mips with NVTT, we will pass each mip in and compress it individually
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InputOptions.setMipmapGeneration(false, -1);
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verify(InputOptions.setMipmapData(SourceData, SizeX, SizeY));
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if (bSRGB)
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{
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InputOptions.setGamma(2.2f, 2.2f);
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}
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else
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{
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InputOptions.setGamma(1.0f, 1.0f);
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}
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// Only used for mip and normal map generation
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InputOptions.setWrapMode(nvtt::WrapMode_Mirror);
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InputOptions.setFormat(nvtt::InputFormat_BGRA_8UB);
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// Highest quality is 2x slower with only a small visual difference
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// Might be worthwhile for normal maps though
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CompressionOptions.setQuality(QualityLevel);
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CompressionOptions.setFormat(TextureFormat);
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if ( bIsNormalMap )
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{
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// For BC5 normal maps we don't care about the blue channel.
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CompressionOptions.setColorWeights( 1.0f, 1.0f, 0.0f );
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// Don't tell NVTT it's a normal map. It was producing noticeable artifacts during BC5 compression.
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//InputOptions.setNormalMap(true);
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}
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else
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{
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CompressionOptions.setColorWeights(1, 1, 1);
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}
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Compressor.enableCudaAcceleration(bUseCUDAAcceleration);
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//OutputHandler.ReserveMemory( Compressor.estimateSize(InputOptions, CompressionOptions) );
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check(OutputHandler.BufferEnd - OutputHandler.Buffer <= Compressor.estimateSize(InputOptions, CompressionOptions));
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// We're not outputting a dds file so disable the header
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OutputOptions.setOutputHeader( false );
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OutputOptions.setOutputHandler( &OutputHandler );
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OutputOptions.setErrorHandler( &ErrorHandler );
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}
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/** Run the compressor. */
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bool Compress()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FNVTTCompressor::Compress);
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return Compressor.process(InputOptions, CompressionOptions, OutputOptions) && ErrorHandler.bSuccess;
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}
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};
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/**
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* Asynchronous NVTT worker.
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*/
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class FAsyncNVTTWorker
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{
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public:
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/**
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* Initializes the data and creates the async compression task.
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*/
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FAsyncNVTTWorker(FNVTTCompressor* InCompressor)
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: Compressor(InCompressor)
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{
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check(Compressor);
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}
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/** Compresses the texture. */
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void DoWork()
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{
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bCompressionResults = Compressor->Compress();
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}
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/** Retrieve compression results. */
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bool GetCompressionResults() const { return bCompressionResults; }
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private:
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/** The NVTT compressor. */
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FNVTTCompressor* Compressor;
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/** true if compression was successful. */
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bool bCompressionResults;
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};
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namespace CompressionSettings
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{
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int32 BlocksPerBatch = 2048;
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FAutoConsoleVariableRef BlocksPerBatch_CVar(
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TEXT("Tex.AsyncDXTBlocksPerBatch"),
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BlocksPerBatch,
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TEXT("The number of blocks to compress in parallel for DXT compression.")
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);
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}
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/**
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* Compresses an image using NVTT.
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* @param SourceData Source texture data to DXT compress, in BGRA 8bit per channel unsigned format.
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* @param PixelFormat Texture format
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* @param SizeX Number of texels along the X-axis
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* @param SizeY Number of texels along the Y-axis
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* @param bSRGB Whether the texture is in SRGB space
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* @param bIsNormalMap Whether the texture is a normal map
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* @param OutCompressedData Compressed image data output by nvtt.
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*/
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static bool CompressImageUsingNVTT(
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const void* SourceData,
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EPixelFormat PixelFormat,
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int32 SizeX,
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int32 SizeY,
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bool bSRGB,
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bool bIsNormalMap,
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bool bIsPreview,
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TArray64<uint8>& OutCompressedData
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)
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{
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check(PixelFormat == PF_DXT1 || PixelFormat == PF_DXT3 || PixelFormat == PF_DXT5 || PixelFormat == PF_BC4 || PixelFormat == PF_BC5);
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// Avoid dependency on GPixelFormats in RenderCore.
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const int32 BlockSizeX = 4;
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const int32 BlockSizeY = 4;
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const int32 BlockBytes = (PixelFormat == PF_DXT1 || PixelFormat == PF_BC4) ? 8 : 16;
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const int32 ImageBlocksX = FMath::Max( FMath::DivideAndRoundUp( SizeX , BlockSizeX), 1);
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const int32 ImageBlocksY = FMath::Max( FMath::DivideAndRoundUp( SizeY , BlockSizeY), 1);
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const int32 BlocksPerBatch = FMath::Max<int32>(ImageBlocksX, FMath::RoundUpToPowerOfTwo(CompressionSettings::BlocksPerBatch));
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const int32 RowsPerBatch = BlocksPerBatch / ImageBlocksX;
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const int32 NumBatches = ImageBlocksY / RowsPerBatch;
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// these round down, then if (RowsPerBatch * NumBatches) != ImageBlocksY , will encode without batches
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// nvtt doesn't support 64-bit output sizes.
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int64 OutDataSize = (int64)ImageBlocksX * ImageBlocksY * BlockBytes;
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if (OutDataSize > MAX_uint32)
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{
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return false;
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}
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// Allocate space to store compressed data.
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OutCompressedData.Empty(OutDataSize);
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OutCompressedData.AddUninitialized(OutDataSize);
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if (ImageBlocksX * ImageBlocksY <= BlocksPerBatch ||
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BlocksPerBatch % ImageBlocksX != 0 ||
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RowsPerBatch * NumBatches != ImageBlocksY)
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{
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FNVTTCompressor* Compressor = NULL;
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{
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Compressor = new FNVTTCompressor(
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SourceData,
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PixelFormat,
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SizeX,
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SizeY,
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bSRGB,
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bIsNormalMap,
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OutCompressedData.GetData(),
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OutCompressedData.Num(),
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bIsPreview
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);
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}
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bool bSuccess = Compressor->Compress();
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{
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delete Compressor;
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Compressor = NULL;
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}
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return bSuccess;
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}
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int64 UncompressedStride = (int64)RowsPerBatch * BlockSizeY * SizeX * sizeof(FColor);
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int32 CompressedStride = RowsPerBatch * ImageBlocksX * BlockBytes;
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// Create compressors for each batch.
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TIndirectArray<FNVTTCompressor> Compressors;
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Compressors.Empty(NumBatches);
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{
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const uint8* Src = (const uint8*)SourceData;
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uint8* Dest = OutCompressedData.GetData();
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for (int32 BatchIndex = 0; BatchIndex < NumBatches; ++BatchIndex)
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{
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Compressors.Add(new FNVTTCompressor(
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Src,
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PixelFormat,
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SizeX,
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RowsPerBatch * BlockSizeY,
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bSRGB,
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bIsNormalMap,
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Dest,
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CompressedStride
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));
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Src += UncompressedStride;
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Dest += CompressedStride;
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}
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}
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// Asynchronously compress each batch.
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bool bSuccess = true;
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{
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TArray<FAsyncNVTTWorker> AsyncTasks;
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AsyncTasks.Reserve(NumBatches);
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for (int32 BatchIndex = 0; BatchIndex < NumBatches; ++BatchIndex)
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{
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AsyncTasks.Emplace(&Compressors[BatchIndex]);
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}
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ParallelForTemplate(AsyncTasks.Num(), [&AsyncTasks](int32 TaskIndex)
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{
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AsyncTasks[TaskIndex].DoWork();
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}, EParallelForFlags::Unbalanced);
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for (int32 BatchIndex = 0; BatchIndex < NumBatches; ++BatchIndex)
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{
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bSuccess = bSuccess && AsyncTasks[BatchIndex].GetCompressionResults();
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}
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}
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// Release compressors
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{
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Compressors.Empty();
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}
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return bSuccess;
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}
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/**
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* DXT texture format handler.
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*/
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class FTextureFormatDXT : public ITextureFormat
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{
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public:
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virtual bool AllowParallelBuild() const override
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{
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return true;
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}
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virtual FName GetEncoderName(FName Format) const override
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{
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static const FName DXTName("EngineDXT");
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return DXTName;
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}
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virtual uint16 GetVersion(
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FName Format,
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const struct FTextureBuildSettings* BuildSettings = nullptr
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) const override
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{
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return 0;
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}
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virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
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{
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for (int32 i = 0; i < UE_ARRAY_COUNT(GSupportedTextureFormatNames); ++i)
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{
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OutFormats.Add(GSupportedTextureFormatNames[i]);
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}
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}
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virtual FTextureFormatCompressorCaps GetFormatCapabilities() const override
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{
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return FTextureFormatCompressorCaps(); // Default capabilities.
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}
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virtual EPixelFormat GetPixelFormatForImage(const struct FTextureBuildSettings& BuildSettings, const struct FImage& Image, bool bImageHasAlphaChannel) const override
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{
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if (BuildSettings.TextureFormatName == GTextureFormatNameDXT1)
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{
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return PF_DXT1;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameDXT3)
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{
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return PF_DXT3;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameDXT5)
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{
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return PF_DXT5;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameAutoDXT)
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{
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return bImageHasAlphaChannel ? PF_DXT5 : PF_DXT1;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameDXT5n)
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{
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return PF_DXT5;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameBC5)
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{
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return PF_BC5;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameBC4)
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{
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return PF_BC4;
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}
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UE_LOG(LogTextureFormatDXT, Fatal, TEXT("Unhandled texture format '%s' given to FTextureFormatDXT::GetPixelFormatForImage()"), *BuildSettings.TextureFormatName.ToString());
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return PF_Unknown;
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}
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virtual bool CompressImage(
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const FImage& InImage,
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const struct FTextureBuildSettings& BuildSettings,
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FStringView DebugTexturePathName,
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bool bImageHasAlphaChannel,
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FCompressedImage2D& OutCompressedImage
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) const override
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(FTextureFormatDXT::CompressImage);
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// now we know NVTT will actually be used, Load the DLL :
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const_cast<FTextureFormatDXT *>(this)->LoadDLL();
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
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EPixelFormat CompressedPixelFormat = GetPixelFormatForImage(BuildSettings, InImage, bImageHasAlphaChannel);
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bool bIsNormalMap = BuildSettings.TextureFormatName == GTextureFormatNameDXT5n || BuildSettings.TextureFormatName == GTextureFormatNameBC5;
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bool bCompressionSucceeded = true;
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int64 SliceSize = (int64)Image.SizeX * Image.SizeY;
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if (Image.NumSlices == 1 && OutCompressedImage.RawData.Num() == 0)
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{
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// Avoid using a temp buffer when it's not needed
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bCompressionSucceeded = CompressImageUsingNVTT(
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(&Image.AsBGRA8()[0]),
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CompressedPixelFormat,
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Image.SizeX,
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Image.SizeY,
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Image.IsGammaCorrected(),
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bIsNormalMap,
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false, // Daniel Lamb: Testing with this set to true didn't give large performance gain to lightmaps. Encoding of 140 lightmaps was 19.2seconds with preview 20.1 without preview. 11/30/2015
|
|
OutCompressedImage.RawData
|
|
);
|
|
}
|
|
else
|
|
{
|
|
for (int32 SliceIndex = 0; SliceIndex < Image.NumSlices && bCompressionSucceeded; ++SliceIndex)
|
|
{
|
|
TArray64<uint8> CompressedSliceData;
|
|
bCompressionSucceeded = CompressImageUsingNVTT(
|
|
(&Image.AsBGRA8()[0]) + SliceIndex * SliceSize,
|
|
CompressedPixelFormat,
|
|
Image.SizeX,
|
|
Image.SizeY,
|
|
Image.IsGammaCorrected(),
|
|
bIsNormalMap,
|
|
false, // Daniel Lamb: Testing with this set to true didn't give large performance gain to lightmaps. Encoding of 140 lightmaps was 19.2seconds with preview 20.1 without preview. 11/30/2015
|
|
CompressedSliceData
|
|
);
|
|
OutCompressedImage.RawData.Append(MoveTemp(CompressedSliceData));
|
|
}
|
|
}
|
|
|
|
if (bCompressionSucceeded)
|
|
{
|
|
// no more image size padding here
|
|
OutCompressedImage.SizeX = Image.SizeX;
|
|
OutCompressedImage.SizeY = Image.SizeY;
|
|
// old behavior :
|
|
//OutCompressedImage.SizeX = FMath::Max(Image.SizeX, 4);
|
|
//OutCompressedImage.SizeY = FMath::Max(Image.SizeY, 4);
|
|
OutCompressedImage.SizeZ = (BuildSettings.bVolume || BuildSettings.bTextureArray) ? Image.NumSlices : 1;
|
|
OutCompressedImage.PixelFormat = CompressedPixelFormat;
|
|
}
|
|
return bCompressionSucceeded;
|
|
}
|
|
|
|
FTextureFormatDXT()
|
|
{
|
|
// don't LoadDLL until this format is actually used
|
|
}
|
|
|
|
void LoadDLL()
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
// nvtt_64.dll is set to DelayLoad by nvTextureTools.Build.cs
|
|
// manually load before any call to it, because it's not put in the binaries search path,
|
|
// and so we can get the AVX2 variant or not :
|
|
|
|
if ( nvTextureToolsHandle != nullptr )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Lock so only one thread does init :
|
|
nvTextureToolsHandleLock.Lock();
|
|
|
|
// double check inside lock :
|
|
if ( nvTextureToolsHandle != nullptr )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (FWindowsPlatformMisc::HasAVX2InstructionSupport())
|
|
{
|
|
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(*(FPaths::EngineDir() / TEXT("Binaries/ThirdParty/nvTextureTools/Win64/AVX2/nvtt_64.dll")));
|
|
}
|
|
else
|
|
{
|
|
nvTextureToolsHandle = FPlatformProcess::GetDllHandle(*(FPaths::EngineDir() / TEXT("Binaries/ThirdParty/nvTextureTools/Win64/nvtt_64.dll")));
|
|
}
|
|
|
|
nvTextureToolsHandleLock.Unlock();
|
|
#endif //PLATFORM_WINDOWS
|
|
}
|
|
|
|
~FTextureFormatDXT()
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
if ( nvTextureToolsHandle != nullptr )
|
|
{
|
|
FPlatformProcess::FreeDllHandle(nvTextureToolsHandle);
|
|
nvTextureToolsHandle = nullptr;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS
|
|
// Handle to the nvtt dll
|
|
void* nvTextureToolsHandle = nullptr;
|
|
FCriticalSection nvTextureToolsHandleLock;
|
|
#endif //PLATFORM_WINDOWS
|
|
};
|
|
|
|
/**
|
|
* Module for DXT texture compression.
|
|
*/
|
|
static ITextureFormat* Singleton = NULL;
|
|
|
|
class FTextureFormatDXTModule : public ITextureFormatModule
|
|
{
|
|
public:
|
|
virtual ~FTextureFormatDXTModule()
|
|
{
|
|
delete Singleton;
|
|
Singleton = NULL;
|
|
}
|
|
|
|
virtual bool CanCallGetTextureFormats() override { return false; }
|
|
|
|
virtual ITextureFormat* GetTextureFormat()
|
|
{
|
|
if (!Singleton)
|
|
{
|
|
Singleton = new FTextureFormatDXT();
|
|
}
|
|
return Singleton;
|
|
}
|
|
|
|
// IModuleInterface implementation.
|
|
virtual void StartupModule() override
|
|
{
|
|
}
|
|
|
|
virtual void ShutdownModule() override
|
|
{
|
|
}
|
|
|
|
static inline UE::DerivedData::TBuildFunctionFactory<FDXTTextureBuildFunction> BuildFunctionFactory;
|
|
|
|
private:
|
|
};
|
|
|
|
IMPLEMENT_MODULE(FTextureFormatDXTModule, TextureFormatDXT);
|