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UnrealEngineUWP/Engine/Source/Developer/TextureFormat/Public/Interfaces/ITextureFormat.h

692 lines
24 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "PixelFormat.h"
#include "Serialization/CompactBinary.h"
struct FTextureBuildSettings;
class FChildTextureFormat;
/**
* Structure for texture format compressor capabilities.
* This struct is deprecated - FEncodedTextureExtendedData is used instead.
*/
struct FTextureFormatCompressorCaps
{
FTextureFormatCompressorCaps()
: MaxTextureDimension_DEPRECATED(TNumericLimits<uint32>::Max())
, NumMipsInTail_DEPRECATED(0)
, ExtData_DEPRECATED(0)
{ }
// MaxTextureDimension is never set, remove it
uint32 MaxTextureDimension_DEPRECATED;
uint32 NumMipsInTail_DEPRECATED;
uint32 ExtData_DEPRECATED;
};
/**
* Holds various engine configuration parameters that can affect the output of a build but
* should generally be constant across all texture builds. These are sourced from CVars
* and enums/defines that aren't necessarily visible in all modules.
*
* This structure serializes to compact binary only writing if the values are not default,
* so changing the default initialization without changing the texture build version/guid
* can result in build mismatch.
*
* Created via GenerateTextureEngineParameters() in TextureDerivedDataTask.cpp.
*/
struct FTextureEngineParameters
{
bool bEngineSupportsVolumeTextureStreaming = true; // GEngineSupportsVolumeTextureStreaming
bool bEngineSupportsTexture2DArrayStreaming = true; // GEngineSupportsTexture2DArrayStreaming
int32 NumInlineDerivedMips = 7; // NUM_INLINE_DERIVED_MIPS
};
static bool GetStreamingDisabledForNonVirtualTextureProperties(bool bInCubeMap, bool bInVolumeTexture, bool bInTextureArray, const FTextureEngineParameters& InEngineParameters)
{
if (bInCubeMap)
{
return true;
}
if (bInVolumeTexture && InEngineParameters.bEngineSupportsVolumeTextureStreaming == false)
{
return true;
}
if (bInTextureArray && InEngineParameters.bEngineSupportsTexture2DArrayStreaming == false)
{
return true;
}
return false;
}
// Extra data for an encoded texture. For "normal" textures (i.e. linear, without a packed mip tail), this must be
// all zeroes.
struct FEncodedTextureExtendedData
{
int32 NumMipsInTail = 0;
uint32 ExtData = 0;
// If true, this texture might change layouts if top mips are striped (i.e. LODBias is not zero).
bool bSensitiveToLODBias = false;
// If bSensitiveToLODBias is set, this is the LODBias for this layout.
int8 LODBiasIfSensitive = 0;
// With packing/tiling, mip sizes are not trivially computable. Not that these sizes must NOT be
// used for mips prior to tiling. For those, FEncodedTextureDescription::GetMipSizeInBytes().
TArray<uint64, TInlineAllocator<15 /*MAX_TEXTURE_MIP_COUNT*/>> MipSizesInBytes;
};
/**
* Calculate the number of streaming mips for the given set of texture properties. This must work off
* of properties that can (eventually) be calculated without running a full texture build.
*
* Texture mips are split in to two large groups: streaming and non-streaming (aka "inline"). Note
* that "inline" is sometimes used as a verb to mean "load off of disk and place in our bulk data".
* "Inline" textures are loaded with the texture asset, and streaming textures are loaded on demand.
* Generally, 7 of the smallest mips are inlined, however some platforms pack a lot of mips in to a single
* allocation ("packed mip tail" = NumMipsInTail). Those mips must all be inlined.
*
* InNumMips The total mips that the texture contains.
* InExtendedData If the texture is being built for a platform that provides extended data, pass it
* here. For platforms that don't need it (i.e. PC), this should be nullptr.
* InEngineParameters Holds a vairety of engine configuration constants, create with GenerateEngineParameters()
*
*/
static int32 GetNumStreamingMipsDirect(int32 InNumMips, bool bInCubeMap, bool bInVolumeTexture, bool bInTextureArray, const FEncodedTextureExtendedData* InExtendedData, const FTextureEngineParameters& InEngineParameters)
{
bool bAllowStreaming = true;
{
const bool bDisableStreaming = GetStreamingDisabledForNonVirtualTextureProperties(bInCubeMap, bInVolumeTexture, bInTextureArray, InEngineParameters);
if (bDisableStreaming)
bAllowStreaming = false;
}
int32 NumStreamingMips = 0;
if (bAllowStreaming)
{
// Some platforms pack several mips in to a single entry. If this is the case,
// those must be non-streaming.
int32 NumMipsInTail = 0;
if (InExtendedData)
{
NumMipsInTail = InExtendedData->NumMipsInTail;
}
int32 NumInlineMips = FMath::Max(NumMipsInTail, InEngineParameters.NumInlineDerivedMips);
NumStreamingMips = FMath::Max(0, InNumMips - NumInlineMips);
}
return NumStreamingMips;
}
// Everything necessary to know the memory layout for an encoded untiled unpacked texture (i.e. enough information
// to describe the texture entirely to a PC hardware API).
// Once a texture gets tiled or gets a packed mip tail, FEncodedTextureEncodedData is additionally
// required to know the memory layout.
struct FEncodedTextureDescription
{
int32 TopMipSizeX;
int32 TopMipSizeY;
int32 TopMipVolumeSizeZ; // This is 1 if bVolumeTexture == false
int32 ArraySlices; // This is 1 if bTextureArray == false (including cubemaps)
EPixelFormat PixelFormat;
uint8 NumMips;
bool bCubeMap;
bool bTextureArray;
bool bVolumeTexture;
bool operator==(const FEncodedTextureDescription& OtherTextureDescription) const
{
return TopMipSizeX == OtherTextureDescription.TopMipSizeX &&
TopMipSizeY == OtherTextureDescription.TopMipSizeY &&
TopMipVolumeSizeZ == OtherTextureDescription.TopMipVolumeSizeZ &&
ArraySlices == OtherTextureDescription.ArraySlices &&
PixelFormat == OtherTextureDescription.PixelFormat &&
NumMips == OtherTextureDescription.NumMips &&
bCubeMap == OtherTextureDescription.bCubeMap &&
bTextureArray == OtherTextureDescription.bTextureArray &&
bVolumeTexture == OtherTextureDescription.bVolumeTexture;
}
// Returns the slice count for usage cases/platform that expect slice count to include
// volume texture depth. InMipIndex only affects volume textures.
int32 GetNumSlices_WithDepth(int32 InMipIndex) const
{
if (bVolumeTexture)
{
check(bTextureArray == false && bCubeMap == false);
check(InMipIndex < NumMips);
return FMath::Max(TopMipVolumeSizeZ >> InMipIndex, 1);
}
check ((bTextureArray && ArraySlices >= 1) || (!bTextureArray && ArraySlices == 1));
int32 Slices = ArraySlices;
if (bCubeMap)
{
Slices *= 6;
}
return Slices;
}
// Returns the slice count for usage cases/platforms that expect slice count to only include
// cubemap/array slices.
int32 GetNumSlices_NoDepth() const
{
if (bVolumeTexture)
{
check(bTextureArray == false && bCubeMap == false);
return 1; // no such thing as a cube volume, or a volume array.
}
check((bTextureArray && ArraySlices >= 1) || (!bTextureArray && ArraySlices == 1));
int32 Slices = ArraySlices;
if (bCubeMap)
{
Slices *= 6;
}
return Slices;
}
int32 GetMipWidth(int32 InMipIndex) const
{
return FMath::Max(TopMipSizeX >> InMipIndex, 1);
}
int32 GetMipHeight(int32 InMipIndex) const
{
return FMath::Max(TopMipSizeY >> InMipIndex, 1);
}
// Always 1 unless volume texture.
int32 GetMipDepth(int32 InMipIndex) const
{
return bVolumeTexture ? FMath::Max(TopMipVolumeSizeZ >> InMipIndex, 1) : 1;
}
static int32 GetMipWidth(int32 InTextureWidth, int32 InMipIndex)
{
return FMath::Max(InTextureWidth >> InMipIndex, 1);
}
static int32 GetMipHeight(int32 InTextureHeight, int32 InMipIndex)
{
return FMath::Max(InTextureHeight >> InMipIndex, 1);
}
static int32 GetMipDepth(int32 InTextureDepth, int32 InMipIndex, bool bInVolumeTexture)
{
return bInVolumeTexture ? FMath::Max(InTextureDepth >> InMipIndex, 1) : 1;
}
// Returns the size of the mip at the given index. Z is 1 unless it's a volume texture.
FIntVector3 GetMipDimensions(int32 InMipIndex) const
{
FIntVector3 Results;
Results.X = GetMipWidth(InMipIndex);
Results.Y = GetMipHeight(InMipIndex);
Results.Z = GetMipDepth(InMipIndex);
return Results;
}
// Returns the byte size of the unpacked/tiled mip. For mip chains that are packed or tiled, use FEncodedTextureExtendedData::MipSizesInBytes.
uint64 GetMipSizeInBytes(int32 InMipIndex) const
{
FIntVector3 MipDims = GetMipDimensions(InMipIndex);
uint64 SliceByteCount = GPixelFormats[PixelFormat].Get2DImageSizeInBytes(MipDims.X, MipDims.Y);
return SliceByteCount * GetNumSlices_WithDepth(InMipIndex);
}
int32 GetNumStreamingMips(const FEncodedTextureExtendedData* InExtendedData, const FTextureEngineParameters& InEngineParameters) const
{
return GetNumStreamingMipsDirect(NumMips, bCubeMap, bVolumeTexture, bTextureArray, InExtendedData, InEngineParameters);
}
// Convenience function for iterating over the encoded mips when you need to know how many mips are represented. Use as:
//
// for (int32 EncodedMipIndex = 0; EncodedMipIndex < OutMipTailIndex + 1; EncodedMipIndex++)
// {
// int32 MipsRepresentedThisIndex = EncodedMipIndex == OutMipTailIndex ? OutMipsInTail : 1;
// }
//
// This handles mip chains whether or not they have packed mip tails.
// Note GetNumEncodedMips() == OutMipTailIndex + 1
//
void GetEncodedMipIterators(const FEncodedTextureExtendedData* InExtendedData, int32& OutMipTailIndex, int32& OutMipsInTail) const
{
OutMipTailIndex = NumMips - 1;
OutMipsInTail = 1;
if (InExtendedData && InExtendedData->NumMipsInTail > 1)
{
OutMipsInTail = InExtendedData->NumMipsInTail;
OutMipTailIndex = NumMips - OutMipsInTail;
}
}
// Returns the number of mips that actually carry bulk data for this texture. Nominally the number of total mips,
// however some platforms have packed mip tails, which means they still have the total number of mips, but the last
// several are all bundled together for memory savings.
int32 GetNumEncodedMips(const FEncodedTextureExtendedData* InExtendedData) const
{
if (InExtendedData &&
InExtendedData->NumMipsInTail > 1)
{
return NumMips - InExtendedData->NumMipsInTail + 1;
}
return NumMips;
}
// Returns the description _for the single mip level_ (i.e. no further mips)
FEncodedTextureDescription GetDescriptionForMipLevel(const FEncodedTextureExtendedData* InExtendedData, int32 InMipIndex) const
{
check(InMipIndex < NumMips);
FEncodedTextureDescription MipTextureDescription = *this;
FIntVector3 TailFirstMipDims = GetMipDimensions(InMipIndex);
MipTextureDescription.TopMipSizeX = TailFirstMipDims.X;
MipTextureDescription.TopMipSizeY = TailFirstMipDims.Y;
MipTextureDescription.TopMipVolumeSizeZ = TailFirstMipDims.Z;
MipTextureDescription.NumMips = 1;
if (InExtendedData && InExtendedData->NumMipsInTail && InMipIndex >= NumMips - InExtendedData->NumMipsInTail)
{
// we must only ever get the first mip tail index!
check(InMipIndex == NumMips - InExtendedData->NumMipsInTail);
// We want the layout for the entire tail.
MipTextureDescription.NumMips = IntCastChecked<uint8>(InExtendedData->NumMipsInTail);
}
return MipTextureDescription;
}
FEncodedTextureDescription RemoveTopMips(const FEncodedTextureExtendedData* InExtendedData, int32 InRemoveCount) const
{
check(InRemoveCount < NumMips);
FEncodedTextureDescription MipTextureDescription = *this;
FIntVector3 TailFirstMipDims = GetMipDimensions(InRemoveCount);
MipTextureDescription.TopMipSizeX = TailFirstMipDims.X;
MipTextureDescription.TopMipSizeY = TailFirstMipDims.Y;
MipTextureDescription.TopMipVolumeSizeZ = TailFirstMipDims.Z;
MipTextureDescription.NumMips = NumMips - InRemoveCount;
if (InExtendedData && InExtendedData->NumMipsInTail && InRemoveCount >= NumMips - InExtendedData->NumMipsInTail)
{
// we must only ever get the first mip tail index!
check(InRemoveCount == NumMips - InExtendedData->NumMipsInTail);
// We want the layout for the entire tail.
MipTextureDescription.NumMips = IntCastChecked<uint8>(InExtendedData->NumMipsInTail);
}
return MipTextureDescription;
}
};
/**
* Interface for platform formats that consume a linear, unpacked texture that an be built on
* a host platform (e.g. windows) and then tile/pack it as necessary.
*/
class ITextureTiler
{
public:
/**
* The generic texture tiling build function expects the following functions to exist that
* do what they say on the tin.
*
* static const FUtf8StringView GetBuildFunctionNameStatic()
* static FGuid GetBuildFunctionVersionGuid()
*/
/**
* Generate and return any out-of-band data that needs to be saved for a given encoded texture description and LODBias.
*/
virtual FEncodedTextureExtendedData GetExtendedDataForTexture(const FEncodedTextureDescription& InTextureDescription, int8 InLODBias) const = 0;
virtual const FUtf8StringView GetBuildFunctionName() const = 0;
/**
InLinearSurfaces must have the necessary input mips for the mip level - i.e. for a packed mip tail,
InMipIndex is the index of the top mip of the tail, and InLinearSurfaces must have all the source mips
for the entire tail.
*/
virtual FSharedBuffer ProcessMipLevel(const FEncodedTextureDescription& InTextureDescription, const FEncodedTextureExtendedData& InExtendedData, TArrayView<FMemoryView> InLinearSurfaces, int32 InMipIndex) const = 0;
};
/**
* Interface for texture compression modules.
*
* Note that if you add any virtual functions to this, they almost certainly need to be plumbed through
* ChildTextureFormat! This is why the Format is passed around - ChildTextureFormat needs it to resolve to
* the base format.
*/
class ITextureFormat
{
public:
/**
* Checks whether this texture format can compress in parallel.
*
* @return true if parallel compression is supported, false otherwise.
*/
virtual bool AllowParallelBuild() const
{
return false;
}
/**
* Return the name of the encoder used for the given format.
*
* Used for debugging and UI.
* */
virtual FName GetEncoderName(FName Format) const = 0;
/**
Exposes whether the format supports the fast/final encode speed switching in project settings.
Needs the Format so that we can thunk through the child texture formats correctly.
*/
virtual bool SupportsEncodeSpeed(FName Format) const
{
return false;
}
/**
* @returns true in case Compress can handle other than RGBA32F image formats
*/
virtual bool CanAcceptNonF32Source(FName Format) const
{
return false;
}
/**
* Gets the current version of the specified texture format.
*
* @param Format The format to get the version for.
* @return Version number.
*/
virtual uint16 GetVersion(
FName Format,
const FTextureBuildSettings* BuildSettings = nullptr
) const = 0;
/**
* Gets an optional derived data key string, so that the compressor can
* rely upon the number of mips, size of texture, etc, when compressing the image
*
* @param InBuildSettings Reference to the build settings we are compressing with.
* @param InMipCount Mip count of the physical texture that will be built - 0 for virtual textures.
* @param InMip0Dimensions Mip width/height/slices of the physical texture that will be built - 0s for virtual textures.
* @return A string that will be used with the DDC, the string should be in the format "<DATA>_"
*/
virtual FString GetDerivedDataKeyString(const FTextureBuildSettings& InBuildSettings, int32 InMipCount, const FIntVector3& InMip0Dimensions) const
{
return TEXT("");
}
/**
* Gets the list of supported formats.
*
* @param OutFormats Will hold the list of formats.
*/
virtual void GetSupportedFormats( TArray<FName>& OutFormats ) const = 0;
/**
* Gets the capabilities of the texture compressor.
*
* @param OutCaps Filled with capability properties of texture format compressor.
*/
UE_DEPRECATED(5.1, "Hasn't been used in a while.")
virtual FTextureFormatCompressorCaps GetFormatCapabilities() const { return FTextureFormatCompressorCaps(); }
/**
* Gets the capabilities of the texture compressor.
*
* @param OutCaps Filled with capability properties of texture format compressor.
*/
UE_DEPRECATED(5.1, "Use GetExtendedDataForTexture instead to get the same information without the actual image bits.")
virtual FTextureFormatCompressorCaps GetFormatCapabilitiesEx(const FTextureBuildSettings& BuildSettings, uint32 NumMips, const struct FImage& ExampleImage, bool bImageHasAlphaChannel) const
{
return FTextureFormatCompressorCaps();
}
/**
* Calculate the final/runtime pixel format for this image on this platform
*/
UE_DEPRECATED(5.1, "Use GetEncodedPixelFormat(BuildSettings, bImageHasAlphaChannel) instead")
virtual EPixelFormat GetPixelFormatForImage(const FTextureBuildSettings& BuildSettings, const struct FImage& Image, bool bImageHasAlphaChannel) const
{
return GetEncodedPixelFormat(BuildSettings, bImageHasAlphaChannel);
}
/**
* Returns what the compressed pixel format will be for a given format and the given settings.
*
* bInImageHasAlphaChannel is whether or not to treat the source image format as having an alpha channel,
* independent of whether or not it actually has one.
*/
virtual EPixelFormat GetEncodedPixelFormat(const FTextureBuildSettings& InBuildSettings, bool bInImageHasAlphaChannel) const
{
return PF_Unknown;
}
/**
* Generate and return any out-of-band data that needs to be saved for a given encoded texture description. This is
* for textures that have been transformed in some way for a platform. LODBias is needed because in some cases the tiling
* changes based on the top mip actually given to the hardware.
*/
virtual FEncodedTextureExtendedData GetExtendedDataForTexture(const FEncodedTextureDescription& InTextureDescription, int8 InLODBias) const
{
return FEncodedTextureExtendedData();
}
/**
* Compresses a single image.
*
* @param Image The input image. Image.RawData may be freed or modified by CompressImage; do not use after calling this.
* @param BuildSettings Build settings.
* @param InMip0Dimensions X/Y = Width/Height; Z = 1 unless volume texture, then its depth
* @param InMip0NumSlicesNoDepth see FEncodedTextureDescription::NumSlices_NoDepth()
* @param InMipIndex Mip index of current image in the overall texture.
* @param InMipCount Total mips this texture will be created with.
* @param DebugTexturePathName The path name of the texture we are building, for debug logging/filtering/dumping.
* @param bImageHasAlphaChannel true if the image has a non-white alpha channel.
* @param OutCompressedMip The compressed image.
* @returns true on success, false otherwise.
*/
virtual bool CompressImage(
FImage& Image,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
int32 InMipIndex,
int32 InMipCount,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
struct FCompressedImage2D& OutCompressedImage
) const = 0;
/**
* Compress an image (or images for a miptail) into a single mip blob.
*
* @param Images The input image(s). Image.RawData may be freed or modified by CompressImage; do not use after calling this.
* @param NumImages The number of images (for a miptail, this number should match what was returned in GetExtendedDataForTexture, mostly used for verification)
* @param BuildSettings Build settings.
* @param InMip0Dimensions X/Y = Width/Height; Z = 1 unless volume texture, then its depth
* @param InMip0NumSlicesNoDepth see FEncodedTextureDescription::NumSlices_NoDepth()
* @param InMipIndex Mip index of current image in the overall texture.
* @param InMipCount Total mips this texture will be created with.
* @param DebugTexturePathName The path name of the texture we are building, for debug logging/filtering/dumping.
* @param bImageHasAlphaChannel true if the image has a non-white alpha channel.
* @param ExtData Extra data that the format may want to have passed back in to each compress call (makes the format class be stateless)
* @param OutCompressedMip The compressed image.
* @returns true on success, false otherwise.
*/
virtual bool CompressImageEx(
FImage* Images,
const uint32 NumImages,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
int32 InMipIndex,
int32 InMipCount,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
uint32 ExtData,
FCompressedImage2D& OutCompressedImage) const
{
// general case can't handle mip tails
if (Images == nullptr || NumImages > 1)
{
return false;
}
return CompressImage(*Images, BuildSettings, InMip0Dimensions, InMip0NumSlicesNoDepth, InMipIndex, InMipCount, DebugTexturePathName, bImageHasAlphaChannel, OutCompressedImage);
}
/**
* An object produced by PrepareTiling and used by SetTiling and CompressImageTiled.
* This is used as an inheritance base for tiling formats to add their own information.
*/
struct FTilerSettings
{
};
/**
* Compress an image (or images for a miptail) into a single mip blob with device-specific tiling.
*
* @param Image The input image. May be freed!
* @param BuildSettings Build settings.
* @param bImageHasAlphaChannel true if the image has a non-white alpha channel.
* @param DebugTexturePathName The path name of the texture we are building, for debug logging/filtering/dumping.
* @param OutCompressedMip The compressed image.
* @param Tiler The tiler settings.
* @returns true on success, false otherwise.
*/
virtual bool CompressImageTiled(
FImage* Images,
uint32 NumImages,
const FTextureBuildSettings& BuildSettings,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
TSharedPtr<FTilerSettings>& TilerSettings,
struct FCompressedImage2D& OutCompressedImage) const
{
unimplemented();
return false;
}
/**
* Whether device-specific tiling is supported by the compressor.
*
* @param BuildSettings Build settings.
* @returns true if tiling is supported, false if it must be done by the caller
*
*/
virtual bool SupportsTiling() const
{
return false;
}
/**
* Prepares to compresses a single image with tiling. The result OutTilerSettings is used by SetTiling and CompressImageTiled.
*
* @param Image The input image.
* @param BuildSettings Build settings.
* @param bImageHasAlphaChannel true if the image has a non-white alpha channel.
* @param OutTilerSettings The tiler settings that will be used by CompressImageTiled and SetTiling.
* @param OutCompressedImage The image to tile.
* @returns true on success, false otherwise.
*/
virtual bool PrepareTiling(
const FImage* Images,
const uint32 NumImages,
const FTextureBuildSettings& BuildSettings,
bool bImageHasAlphaChannel,
TSharedPtr<FTilerSettings>& OutTilerSettings,
TArray<FCompressedImage2D>& OutCompressedImage
) const
{
unimplemented();
return false;
}
/**
* Sets the tiling settings after device-specific tiling has been performed.
*
* @param BuildSettings Build settings.
* @param TilerSettings The tiler settings produced by PrepareTiling.
* @param ReorderedBlocks The blocks that have been tiled.
* @param NumBlocks The number of blocks.
* @returns true on success, false otherwise.
*/
virtual bool SetTiling(
const FTextureBuildSettings& BuildSettings,
TSharedPtr<FTilerSettings>& TilerSettings,
const TArray64<uint8>& ReorderedBlocks,
uint32 NumBlocks
) const
{
unimplemented();
return false;
}
/**
* Cleans up the FTilerSettings object once it is finished.
*
* @param BuildSettings Build settings.
* @param TilerSettings The tiler settings object to release.
*/
virtual void ReleaseTiling(const FTextureBuildSettings& BuildSettings, TSharedPtr<FTilerSettings>& TilerSettings) const
{
unimplemented();
}
/**
* Obtains the current global format config object for this texture format.
*
* This is only ever called during task creation - never in a build worker
* (FormatConfigOverride is empty)
*
* @param BuildSettings Build settings.
* @returns The current format config object or an empty object if no format config is defined for this texture format.
*/
virtual FCbObject ExportGlobalFormatConfig(const FTextureBuildSettings& BuildSettings) const
{
return FCbObject();
}
/**
* If this is an Alternate Texture Format, return the prefix to apply
*/
virtual FString GetAlternateTextureFormatPrefix() const
{
return FString();
}
virtual const FChildTextureFormat* GetChildFormat() const
{
return nullptr;
}
/**
* Identify the latest sdk version for this texture encoder
* (note the SdkVersion is different than the TextureFormat Version)
*/
virtual FName GetLatestSdkVersion() const
{
return FName();
}
UE_DEPRECATED(5.0, "Legacy API - do not use")
virtual bool UsesTaskGraph() const
{
unimplemented();
return true;
}
public:
/** Virtual destructor. */
virtual ~ITextureFormat() { }
};