Files
UnrealEngine/Engine/Source/Developer/TextureFormat/Private/TextureFormatManagerModule.cpp
2025-05-18 13:04:45 +08:00

256 lines
8.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Interfaces/ITextureFormatManagerModule.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "Modules/ModuleManager.h"
#include "TextureFormatManager.h"
#include "HAL/CriticalSection.h"
#include "Misc/ScopeLock.h"
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatManager, Log, All);
/**
* Module for the target platform manager
*/
class FTextureFormatManagerModule
: public ITextureFormatManagerModule
{
public:
enum class EInitPhase
{
JustConstructedNotInit = 0,
Invalidated = 1,
GetTextureFormatsInProgressDontTouch = 2,
GetTextureFormatsPartialOkayToRead = 3, // values >= here are okay to make queries
GetTextureFormatsDone = 4
};
FTextureFormatManagerModule()
: ModuleName(TEXT("TextureFormat"))
, bForceCacheUpdate(true)
, TextureFormatsInitPhase(EInitPhase::JustConstructedNotInit)
{
UpdateTextureFormatList();
// For tracking texture format discovery.
FModuleManager::Get().OnModulesChanged().AddRaw(this, &FTextureFormatManagerModule::ModulesChangesCallback);
}
/** Destructor. */
virtual ~FTextureFormatManagerModule() = default;
virtual void ShutdownModule()
{
FModuleManager::Get().OnModulesChanged().RemoveAll(this);
}
void UpdateTextureFormatList()
{
FScopeLock Lock(&ModuleMutex);
// should not be called recursively while I am building the list :
check( TextureFormatsInitPhase!= EInitPhase::GetTextureFormatsInProgressDontTouch );
// bForceCacheUpdate should be true on first call, so we don't need a separate static init flag
if ( bForceCacheUpdate )
{
// turn off flag immediately so that repeated calls to GetTextureFormats will not come in here again
bForceCacheUpdate = false;
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsInProgressDontTouch;
// note the first time this is done is from FTargetPlatformManagerModule::FTargetPlatformManagerModule()
// so calls to it are dangerous
TextureFormats.Empty(TextureFormats.Num());
TextureFormatMetadata.Empty(TextureFormatMetadata.Num());
TArray<FName> Modules;
FModuleManager::Get().FindModules(TEXT("*TextureFormat*"), Modules);
if (!Modules.Num())
{
UE_LOG(LogTextureFormatManager, Error, TEXT("No texture formats found!"));
}
// This is all because child formats will do a LoadModule on base formats and expect them to be ready, so
// we make sure they are done first.
TArray<FTextureFormatMetadata> BaseModules;
TArray<FTextureFormatMetadata> ChildModules;
for (int32 Index = 0; Index < Modules.Num(); Index++)
{
if (Modules[Index] != ModuleName) // Avoid our own module when going through this list that was gathered by name
{
ITextureFormatModule* Module = FModuleManager::LoadModulePtr<ITextureFormatModule>(Modules[Index]);
if (Module)
{
FTextureFormatMetadata ModuleMeta;
ModuleMeta.Module = Module;
ModuleMeta.ModuleName = Modules[Index];
if (Module->CanCallGetTextureFormats()) // child modules want to call GetTextureFormats
{
ChildModules.Add(ModuleMeta);
}
else
{
BaseModules.Add(ModuleMeta);
}
}
}
}
// first populate TextureFormats[] with all Base Modules
for (int32 Index = 0; Index < BaseModules.Num(); Index++)
{
ITextureFormatModule* Module = BaseModules[Index].Module;
ITextureFormat* Format = Module->GetTextureFormat();
if (Format != nullptr)
{
// I want to see this log by default in Cook+Editor , but not in TBW
#ifndef VerboseIfNotEditor
#if WITH_EDITOR
#define VerboseIfNotEditor Display
#else
#define VerboseIfNotEditor Verbose
#endif
#endif
UE_LOG(LogTextureFormatManager, VerboseIfNotEditor,TEXT("Loaded Base TextureFormat: %s"),*BaseModules[Index].ModuleName.ToString());
TextureFormats.Add(Format);
TextureFormatMetadata.Add(BaseModules[Index]);
}
}
// Init phase 3 means you are now allowd to call GetTextureFormats() and you will get only the Base formats
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsPartialOkayToRead;
// run through the Child formats and call GetTextureFormat() on them
// this could call back to me and do GetTextureFormats() which will get only the base formats
TArray<TPair<ITextureFormat*, int32>, TInlineAllocator<32>> ReadyChildModules;
for (int32 Index = 0; Index < ChildModules.Num(); Index++)
{
ITextureFormatModule* Module = ChildModules[Index].Module;
ITextureFormat* Format = Module->GetTextureFormat();
if (Format != nullptr)
{
UE_LOG(LogTextureFormatManager,VerboseIfNotEditor,TEXT("Loaded Child TextureFormat: %s"),*ChildModules[Index].ModuleName.ToString());
// do not add me to TextureFormats yet'
ReadyChildModules.Add({Format, Index});
}
}
for (TPair<ITextureFormat*, int32>& ReadyChild : ReadyChildModules)
{
TextureFormats.Add(ReadyChild.Key);
TextureFormatMetadata.Add(ChildModules[ReadyChild.Value]);
}
// all done :
TextureFormatsInitPhase = EInitPhase::GetTextureFormatsDone;
}
check( (int)TextureFormatsInitPhase >= (int)EInitPhase::GetTextureFormatsPartialOkayToRead );
}
virtual const ITextureFormat* FindTextureFormat(FName Name) override
{
// just pass through to FindTextureFormatAndModule
FName ModuleNameUnused;
ITextureFormatModule* ModuleUnused;
return FindTextureFormatAndModule(Name, ModuleNameUnused, ModuleUnused);
}
virtual const class ITextureFormat* FindTextureFormatAndModule(FName Name, FName& OutModuleName, ITextureFormatModule*& OutModule) override
{
FScopeLock Lock(&ModuleMutex);
check( (int)TextureFormatsInitPhase >= (int)EInitPhase::GetTextureFormatsPartialOkayToRead );
check( ! bForceCacheUpdate );
for (int32 Index = 0; Index < TextureFormats.Num(); Index++)
{
TArray<FName> Formats;
TextureFormats[Index]->GetSupportedFormats(Formats);
for (int32 FormatIndex = 0; FormatIndex < Formats.Num(); FormatIndex++)
{
if (Formats[FormatIndex] == Name)
{
const FTextureFormatMetadata& FoundMeta = TextureFormatMetadata[Index];
OutModuleName = FoundMeta.ModuleName;
OutModule = FoundMeta.Module;
return TextureFormats[Index];
}
}
}
return nullptr;
}
private:
void ModulesChangesCallback(FName InModuleName, EModuleChangeReason ReasonForChange)
{
//
// This is complex because this is the only place we can set up our texture format list
// from the game thread. The only time we can update "on demand" could be from any thread,
// which prevents up from calling LoadModule.
//
// However, this gets called while we are loading our modules.
//
// In order to avoid recursion, we only do LoadModules in response to module _discovery_,
// thus ensuring we can't recurse from our Invalidate call.
//
//
if (ReasonForChange != EModuleChangeReason::PluginDirectoryChanged || // only care about discovery
(InModuleName == ModuleName) || // don't care about _this_ module
!InModuleName.ToString().Contains(TEXT("TextureFormat"))) // only care about texture formats.
{
return;
}
// when a "TextureFormat" module is discovered, rebuild my list.
// Note... it's unclear but it looks like it _might_ be possible for a LoadModule to
// cause a module that it loads to get discovered, which could cause a recursion. However
// texture format modules are pretty straightforward and shouldn't ever get here as they
// are discovered on startup.
// In order to even get here you have to put a texture format in a plugin that gets loaded after
// startup. (I think)
UpdateTextureFormatList();
}
const FName ModuleName;
TArray<const ITextureFormat*> TextureFormats;
struct FTextureFormatMetadata
{
FName ModuleName;
ITextureFormatModule* Module;
};
TArray<FTextureFormatMetadata> TextureFormatMetadata;
// Flag to force reinitialization of all cached data. This is needed to have up-to-date caches
// in case of a module reload of a TextureFormat-Module.
bool bForceCacheUpdate;
// Track tricky initialization progress
EInitPhase TextureFormatsInitPhase;
FCriticalSection ModuleMutex;
};
IMPLEMENT_MODULE(FTextureFormatManagerModule, TextureFormat);