Files
UnrealEngineUWP/Engine/Source/Developer/TextureFormatUncompressed/Private/TextureFormatUncompressed.cpp
Zousar Shaker b866ed60eb Expand texture build functions to all current texture formats.
Expand texture build workers to all current platform specific texture formats, or added build functions to the base build worker.  Workers are buildable, but not discoverable yet as discovery will be refactored soon to use Target Receipts.
Reduce boilerplate involved in setup of build worker.

#rb devin.doucette

[CL 16853856 by Zousar Shaker in ue5-main branch]
2021-07-14 15:26:40 -04:00

354 lines
11 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"
#include "TextureBuildFunction.h"
#include "DerivedDataBuildFunctionFactory.h"
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatUncompressed, Log, All);
class FUncompressedTextureBuildFunction final : public FTextureBuildFunction
{
FStringView GetName() const final { return TEXT("UncompressedTexture"); }
FGuid GetVersion() const final { return FGuid(TEXT("c04fe27a-53f6-402e-85b3-648ac6b1ad87")); }
};
/**
* 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 FTextureBuildSettings* BuildSettings
) const override
{
return 0;
}
virtual FString GetDerivedDataKeyString(const FTextureBuildSettings& InBuildSettings) const override
{
if (InBuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
{
return TEXT("RGBA16F");
}
else if (InBuildSettings.TextureFormatName == GTextureFormatNameR16F)
{
return TEXT("R16F");
}
else
{
// default implementation of GetDerivedDataKeyString returns empty string
// match that so we don't change the DDC key
return TEXT("");
}
}
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 EPixelFormat GetPixelFormatForImage(const FTextureBuildSettings& BuildSettings, const struct FImage& Image, bool bImageHasAlphaChannel) const override
{
if (BuildSettings.TextureFormatName == GTextureFormatNameG8)
{
return PF_G8;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameG16)
{
return PF_G16;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameVU8)
{
return PF_V8U8;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameBGRA8 || BuildSettings.TextureFormatName == GTextureFormatNameRGBA8 ||
BuildSettings.TextureFormatName == GTextureFormatNameXGXR8)
{
return PF_B8G8R8A8;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
{
return PF_FloatRGBA;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameR16F)
{
return PF_R16F;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNamePOTERROR)
{
return PF_B8G8R8A8;
}
UE_LOG(LogTextureFormatUncompressed, Fatal, TEXT("Unhandled texture format '%s' given to FTextureFormatUncompressed::GetPixelFormatForImage()"), *BuildSettings.TextureFormatName.ToString());
return PF_Unknown;
}
virtual bool CompressImage(
const FImage& InImage,
const FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage
) const override
{
OutCompressedImage.PixelFormat = GetPixelFormatForImage(BuildSettings, InImage, bImageHasAlphaChannel);
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.RawData = MoveTemp(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.RawData = MoveTemp(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;
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.RawData = MoveTemp(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;
// 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;
uint8* Dest = OutCompressedImage.RawData.GetData();
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
{
*Dest++ = Color->R;
*Dest++ = Color->G;
*Dest++ = Color->B;
*Dest++ = 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;
// 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;
uint8* Dest = OutCompressedImage.RawData.GetData();
for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
{
*Dest++ = Color->B;
*Dest++ = Color->G;
*Dest++ = Color->A;
*Dest++ = 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.RawData = MoveTemp(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.RawData = MoveTemp(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;
// 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 = 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;
}
static inline UE::DerivedData::TBuildFunctionFactory<FUncompressedTextureBuildFunction> BuildFunctionFactory;
};
IMPLEMENT_MODULE(FTextureFormatUncompressedModule, TextureFormatUncompressed);