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add SSE2 half conversions #rb alexander.suvorov #fyi rod.bogart [CL 16135278 by charles bloom in ue5-main branch]
149 lines
5.0 KiB
C++
149 lines
5.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AssetUtils/Texture2DUtil.h"
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#include "ExplicitUseGeometryMathTypes.h" // using UE::Geometry::(math types)
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using namespace UE::Geometry;
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static bool ReadTexture_PlatformData(
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UTexture2D* TextureMap,
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FImageDimensions& Dimensions,
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TImageBuilder<FVector4f>& DestImage)
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{
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// Read from PlatformData
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// UBlueprintMaterialTextureNodesBPLibrary::Texture2D_SampleUV_EditorOnly() shows how to read from PlatformData
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// without converting formats if it's already uncompressed. And can read PF_FloatRGBA. Would make sense to do
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// that when possible, and perhaps is possible to convert to PF_FloatRGBA instead of using TC_VectorDisplacementmap?
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//
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// Note that the current code cannot run on a background thread, UpdateResource() will call FlushRenderingCommands()
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// which will check() if it's on the Game Thread
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check(TextureMap->PlatformData);
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int32 Width = TextureMap->PlatformData->Mips[0].SizeX;
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int32 Height = TextureMap->PlatformData->Mips[0].SizeY;
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Dimensions = FImageDimensions(Width, Height);
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DestImage.SetDimensions(Dimensions);
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int64 Num = Dimensions.Num();
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// convert built platform texture data to uncompressed RGBA8 format
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TextureCompressionSettings InitialCompressionSettings = TextureMap->CompressionSettings;
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bool bWasSRGB = TextureMap->SRGB;
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#if WITH_EDITOR
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TextureMipGenSettings InitialMipGenSettings = TextureMap->MipGenSettings;
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#endif
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TextureMap->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
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TextureMap->SRGB = false;
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#if WITH_EDITOR
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TextureMap->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
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#endif
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TextureMap->UpdateResource();
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// lock texture and represet as FColor
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const FColor* FormattedImageData = reinterpret_cast<const FColor*>(TextureMap->PlatformData->Mips[0].BulkData.LockReadOnly());
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// maybe could be done more quickly by row?
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for (int32 i = 0; i < Num; ++i)
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{
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FColor ByteColor = FormattedImageData[i];
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DestImage.SetPixel(i, FVector4f(ByteColor.ReinterpretAsLinear()));
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}
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// restore built platform texture data to initial state
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TextureMap->PlatformData->Mips[0].BulkData.Unlock();
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TextureMap->CompressionSettings = InitialCompressionSettings;
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TextureMap->SRGB = bWasSRGB;
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#if WITH_EDITOR
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TextureMap->MipGenSettings = InitialMipGenSettings;
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#endif
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TextureMap->UpdateResource();
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return true;
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}
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#if WITH_EDITOR
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static bool ReadTexture_SourceData(
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UTexture2D* TextureMap,
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FImageDimensions& Dimensions,
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TImageBuilder<FVector4f>& DestImage)
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{
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FTextureSource& TextureSource = TextureMap->Source;
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int32 Width = TextureSource.GetSizeX();
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int32 Height = TextureSource.GetSizeY();
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Dimensions = FImageDimensions(Width, Height);
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DestImage.SetDimensions(Dimensions);
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int64 Num = Dimensions.Num();
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TArray64<uint8> SourceData;
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TextureMap->Source.GetMipData(SourceData, 0, 0, 0);
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ETextureSourceFormat SourceFormat = TextureSource.GetFormat();
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int32 BytesPerPixel = TextureSource.GetBytesPerPixel();
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const uint8* SourceDataPtr = SourceData.GetData();
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// code below is derived from UBlueprintMaterialTextureNodesBPLibrary::Texture2D_SampleUV_EditorOnly()
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if ((SourceFormat == TSF_BGRA8 || SourceFormat == TSF_BGRE8))
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{
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check(BytesPerPixel == sizeof(FColor));
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for (int32 i = 0; i < Num; ++i)
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{
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const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
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FColor PixelColor = *((FColor*)PixelPtr);
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FLinearColor FloatColor = (TextureMap->SRGB) ?
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FLinearColor::FromSRGBColor(PixelColor) :
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PixelColor.ReinterpretAsLinear();
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DestImage.SetPixel(i, FVector4f(FloatColor));
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}
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}
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else if ((SourceFormat == TSF_RGBA16 || SourceFormat == TSF_RGBA16F))
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{
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check(BytesPerPixel == sizeof(FFloat16Color));
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for (int32 i = 0; i < Num; ++i)
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{
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const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
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DestImage.SetPixel(i, FVector4f( ((const FFloat16Color*)PixelPtr)->GetFloats() ));
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}
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}
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else if (SourceFormat == TSF_G8)
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{
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check(BytesPerPixel == 1);
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for (int32 i = 0; i < Num; ++i)
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{
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const uint8* PixelPtr = SourceDataPtr + (i * BytesPerPixel);
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uint8 PixelColor = *PixelPtr;
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float PixelColorf = float(PixelColor) / 255.0f;
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FLinearColor FloatColor = (TextureMap->SRGB) ?
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FLinearColor::FromSRGBColor(FColor(PixelColor, PixelColor, PixelColor, 255)) :
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FLinearColor(PixelColorf, PixelColorf, PixelColorf, 1.0);
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DestImage.SetPixel(i, FVector4f(FloatColor));
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}
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}
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return true;
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}
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#endif
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bool UE::AssetUtils::ReadTexture(
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UTexture2D* TextureMap,
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FImageDimensions& Dimensions,
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TImageBuilder<FVector4f>& DestImage,
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bool bPreferPlatformData)
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{
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if (ensure(TextureMap) == false) return false;
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#if WITH_EDITOR
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bool bHasVTData = TextureMap->GetPlatformData()->VTData != nullptr;
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bool bHasMips = TextureMap->GetPlatformData()->Mips.Num() != 0;
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ensure(bHasVTData != bHasMips); // should be one or the other
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if (TextureMap->Source.IsValid() && (bPreferPlatformData == false || bHasMips == false))
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{
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return ReadTexture_SourceData(TextureMap, Dimensions, DestImage);
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}
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#endif
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return ReadTexture_PlatformData(TextureMap, Dimensions, DestImage);
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} |