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-- Added Decode interface to texture formats to return to PC viewable formats. -- Added Detile interface to return textures to linear layout for relevant platforms. -- Reworked the IBuild "DDC2" texture build usage to be more straightforward for chaining multiple build steps (i.e. Encode -> Tile -> Detile -> Decode). -- Added UI to the texture editor to select a target platform to view. -- Fixed a bug with DDC2 and CPU Copy textures (they didn't work at all) #rb Devin.Doucette, fabian.giesen, charles.bloom #jira UE-149124 [CL 33116818 by dan thompson in ue5-main branch]
103 lines
4.0 KiB
C++
103 lines
4.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "DerivedDataBuildFunction.h"
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#include "DerivedDataBuildVersion.h"
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#include "DerivedDataCacheKey.h"
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#include "DerivedDataSharedString.h"
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#include "Misc/Guid.h"
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class ITextureFormat;
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class ITextureTiler;
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namespace UE { namespace DerivedData { class FBuildVersionBuilder; } }
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class FTextureBuildFunction : public UE::DerivedData::IBuildFunction
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{
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public:
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TEXTUREBUILD_API virtual FGuid GetVersion() const final;
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TEXTUREBUILD_API virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const override;
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TEXTUREBUILD_API virtual void Build(UE::DerivedData::FBuildContext& Context) const override;
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protected:
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virtual void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const = 0;
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};
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/**
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* This function does the meat of breaking out the inputs from the build context and handing them
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* to the tiler, then packing them back up for the build process.
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*/
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TEXTUREBUILD_API void GenericTextureTilingBuildFunction(UE::DerivedData::FBuildContext& Context, const ITextureTiler* Tiler, const UE::DerivedData::FUtf8SharedString& BuildFunctionName);
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/**
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* This build function expects an implementation of ITextureTiler as its template
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* and looks a bit awkward because IBuildFunction is required to not have any state,
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* so we can't put the instance of the ITextureTiler on our object - hence the odd
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* statics.
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*/
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template <class ITextureTilerObject>
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class FGenericTextureTilingBuildFunction : public UE::DerivedData::IBuildFunction
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{
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virtual void Build(UE::DerivedData::FBuildContext& Context) const
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{
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ITextureTilerObject Tiler;
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GenericTextureTilingBuildFunction(Context, &Tiler, GetName());
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}
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virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const
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{
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Context.SetCacheBucket(UE::DerivedData::FCacheBucket(UTF8TEXTVIEW("TiledTextures")));
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}
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virtual FGuid GetVersion() const final { return ITextureTilerObject::GetBuildFunctionVersionGuid(); }
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const UE::DerivedData::FUtf8SharedString& GetName() const final
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{
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static UE::DerivedData::FUtf8SharedString Name(ITextureTilerObject::GetBuildFunctionNameStatic());
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return Name;
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}
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};
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TEXTUREBUILD_API void GenericTextureDetileBuildFunction(UE::DerivedData::FBuildContext& Context, const ITextureTiler* Tiler, const UE::DerivedData::FUtf8SharedString& BuildFunctionName);
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template <class ITextureTilerObject>
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class FGenericTextureDetileBuildFunction : public UE::DerivedData::IBuildFunction
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{
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virtual void Build(UE::DerivedData::FBuildContext& Context) const
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{
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ITextureTilerObject Tiler;
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GenericTextureDetileBuildFunction(Context, &Tiler, GetName());
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}
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virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const
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{
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Context.SetCacheBucket(UE::DerivedData::FCacheBucket(UTF8TEXTVIEW("DetiledTextures")));
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}
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virtual FGuid GetVersion() const final { return ITextureTilerObject::GetBuildFunctionVersionGuid(); }
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const UE::DerivedData::FUtf8SharedString& GetName() const final
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{
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static UE::DerivedData::FUtf8SharedString Name(ITextureTilerObject::GetDetileBuildFunctionNameStatic());
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return Name;
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}
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};
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TEXTUREBUILD_API void GenericTextureDecodeBuildFunction(UE::DerivedData::FBuildContext& Context, const UE::DerivedData::FUtf8SharedString& BuildFunctionName);
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template <class ITextureFormatObject>
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class FGenericTextureDecodeBuildFunction : public UE::DerivedData::IBuildFunction
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{
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virtual void Build(UE::DerivedData::FBuildContext& Context) const
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{
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GenericTextureDecodeBuildFunction(Context, GetName());
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}
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virtual void Configure(UE::DerivedData::FBuildConfigContext& Context) const
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{
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Context.SetCacheBucket(UE::DerivedData::FCacheBucket(UTF8TEXTVIEW("DecodedTextures")));
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}
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virtual FGuid GetVersion() const final { return ITextureFormatObject::GetDecodeBuildFunctionVersionGuid(); }
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const UE::DerivedData::FUtf8SharedString& GetName() const final
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{
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static UE::DerivedData::FUtf8SharedString Name(ITextureFormatObject::GetDecodeBuildFunctionNameStatic());
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return Name;
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}
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};
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