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

1148 lines
36 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Async/TaskGraphInterfaces.h"
#include "Containers/SharedString.h"
#include "DerivedDataBuildFunctionFactory.h"
#include "HAL/IConsoleManager.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformProcess.h"
#include "Misc/CommandLine.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FileHelper.h"
#include "Misc/Guid.h"
#include "Misc/Paths.h"
#include "ImageCore.h"
#include "Interfaces/ITargetPlatform.h"
#include "Interfaces/ITargetPlatformManagerModule.h"
#include "Interfaces/ITextureFormat.h"
#include "Interfaces/ITextureFormatModule.h"
#include "Modules/ModuleManager.h"
#include "PixelFormat.h"
#include "Serialization/CompactBinary.h"
#include "Serialization/CompactBinaryWriter.h"
#include "Tasks/Task.h"
#include "TextureBuildFunction.h"
#include "TextureCompressorModule.h"
#include "astc_thunk.h"
static void* FMemory_AstcThunk_Malloc(size_t Size, size_t Alignment)
{
return FMemory::Malloc( Size ? Size : 1, Alignment );
}
static void FMemory_AstcThunk_Free(void *Ptr)
{
FMemory::Free( Ptr );
}
/****
*
* TextureFormatASTC runs the ARM astcenc
*
* or redirects to Intel ISPC texcomp*
*
*****/
// when GASTCCompressor == 0 ,use TextureFormatIntelISPCTexComp instead of this
// @todo Oodle : GASTCCompressor global breaks DDC2. Need to pass through so TBW can see.
int32 GASTCCompressor = 1;
static FAutoConsoleVariableRef CVarASTCCompressor(
TEXT("cook.ASTCTextureCompressor"),
GASTCCompressor,
TEXT("0: IntelISPC, 1: Arm"),
ECVF_Default | ECVF_ReadOnly
);
#if PLATFORM_WINDOWS || PLATFORM_LINUX || PLATFORM_MAC
#define SUPPORTS_ISPC_ASTC 1
#else
#define SUPPORTS_ISPC_ASTC 0
#endif
// increment this if you change anything that will affect compression in this file
// Avoid changing this! Rebuilding textures is usually because something changed in encoding
// which causes a huge patch. Try and make the new code only affect textures that opt in to the new
// behavior.
#define BASE_ASTC_FORMAT_VERSION 48
#define MAX_QUALITY_BY_SIZE 4
#define MAX_QUALITY_BY_SPEED 3
/**
"Quality" in this file is ETextureCompressionQuality-1
so a "3" here == High == 6x6
enum ETextureCompressionQuality : int
{
TCQ_Default = 0 UMETA(DisplayName="Default"),
TCQ_Lowest = 1 UMETA(DisplayName="Lowest (ASTC 12x12)"),
TCQ_Low = 2 UMETA(DisplayName="Low (ASTC 10x10)"),
TCQ_Medium = 3 UMETA(DisplayName="Medium (ASTC 8x8)"),
TCQ_High= 4 UMETA(DisplayName="High (ASTC 6x6)"),
TCQ_Highest = 5 UMETA(DisplayName="Highest (ASTC 4x4)"),
TCQ_MAX,
};
**/
DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatASTC, Log, All);
class FASTCTextureBuildFunction final : public FTextureBuildFunction
{
const UE::FUtf8SharedString& GetName() const final
{
static const UE::FUtf8SharedString Name(UTF8TEXTVIEW("ASTCTexture"));
return Name;
}
void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const final
{
static FGuid Version(TEXT("4788dab5-b99c-479f-bc34-6d7df1cf30e5"));
Builder << Version;
OutTextureFormatVersioning = FModuleManager::GetModuleChecked<ITextureFormatModule>(TEXT("TextureFormatASTC")).GetTextureFormat();
}
};
/**
* Macro trickery for supported format names.
*/
#define ENUM_SUPPORTED_FORMATS(op) \
op(ASTC_RGB) \
op(ASTC_RGBA) \
op(ASTC_RGBAuto) \
op(ASTC_RGBA_HQ) \
op(ASTC_RGB_HDR) \
op(ASTC_NormalLA) \
op(ASTC_NormalAG) \
op(ASTC_NormalRG) \
op(ASTC_NormalRG_Precise) // Encoded as LA for precision, mapped to RG at runtime. RHI needs to support PF_ASTC_*_NORM_RG formats (requires runtime swizzle)
#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
// ASTC file header format
#if PLATFORM_SUPPORTS_PRAGMA_PACK
#pragma pack(push, 4)
#endif
#define ASTC_MAGIC_CONSTANT 0x5CA1AB13
struct FASTCHeader
{
uint32 Magic;
uint8 BlockSizeX;
uint8 BlockSizeY;
uint8 BlockSizeZ;
uint8 TexelCountX[3];
uint8 TexelCountY[3];
uint8 TexelCountZ[3];
};
#if PLATFORM_SUPPORTS_PRAGMA_PACK
#pragma pack(pop)
#endif
static bool IsNormalMapFormat(FName TextureFormatName)
{
return
TextureFormatName == GTextureFormatNameASTC_NormalAG ||
TextureFormatName == GTextureFormatNameASTC_NormalRG ||
TextureFormatName == GTextureFormatNameASTC_NormalLA ||
TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise;
}
static bool IsHDRFormat(FName TextureFormatName)
{
return TextureFormatName == GTextureFormatNameASTC_RGB_HDR;
}
static bool IsRDOEncode(const FTextureBuildSettings& InBuildSettings)
{
if (InBuildSettings.AstcEncVersion == NAME_None)
{
// We don't support RDO until 5.0.1+
return false;
}
if (!IsHDRFormat(InBuildSettings.TextureFormatName))
{
// We use whatever settings they've specified for Oodle.
if (InBuildSettings.bOodleUsesRDO && InBuildSettings.OodleRDO != 0)
{
return true;
}
}
return false;
}
static int32 GetDefaultCompressionBySizeValue(FCbObjectView InFormatConfigOverride)
{
// this is code duped between TextureFormatASTC and TextureFormatISPC
if (InFormatConfigOverride)
{
// If we have an explicit format config, then use it directly
FCbFieldView FieldView = InFormatConfigOverride.FindView("DefaultASTCQualityBySize");
checkf(FieldView.HasValue(), TEXT("Missing DefaultASTCQualityBySize key from FormatConfigOverride"));
int32 CompressionModeValue = FieldView.AsInt32();
checkf(!FieldView.HasError(), TEXT("Failed to parse DefaultASTCQualityBySize value from FormatConfigOverride"));
return CompressionModeValue;
}
else
{
// default of 3 == 6x6
auto GetCompressionModeValue = []() {
// start at default quality, then lookup in .ini file
int32 CompressionModeValue = 3;
GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySize"), CompressionModeValue, GEngineIni);
FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybysize="), CompressionModeValue);
return FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SIZE);
};
static int32 CompressionModeValue = GetCompressionModeValue();
return CompressionModeValue;
}
}
static int32 GetDefaultCompressionBySizeValueHQ(FCbObjectView InFormatConfigOverride)
{
// this is code duped between TextureFormatASTC and TextureFormatISPC
if (InFormatConfigOverride)
{
// If we have an explicit format config, then use it directly
FCbFieldView FieldView = InFormatConfigOverride.FindView("DefaultASTCQualityBySizeHQ");
checkf(FieldView.HasValue(), TEXT("Missing DefaultASTCQualityBySizeHQ key from FormatConfigOverride"));
int32 CompressionModeValue = FieldView.AsInt32();
checkf(!FieldView.HasError(), TEXT("Failed to parse DefaultASTCQualityBySizeHQ value from FormatConfigOverride"));
return CompressionModeValue;
}
else
{
// default of 4 == 4x4
auto GetCompressionModeValue = []() {
// start at default quality, then lookup in .ini file
int32 CompressionModeValue = 4;
GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySizeHQ"), CompressionModeValue, GEngineIni);
FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybysizehq="), CompressionModeValue);
return FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SIZE);
};
static int32 CompressionModeValue = GetCompressionModeValue();
return CompressionModeValue;
}
}
static int32 GetDefaultCompressionBySpeedValue(FCbObjectView InFormatConfigOverride)
{
if (InFormatConfigOverride)
{
// If we have an explicit format config, then use it directly
FCbFieldView FieldView = InFormatConfigOverride.FindView("DefaultASTCQualityBySpeed");
checkf(FieldView.HasValue(), TEXT("Missing DefaultASTCQualityBySpeed key from FormatConfigOverride"));
int32 CompressionModeValue = FieldView.AsInt32();
checkf(!FieldView.HasError(), TEXT("Failed to parse DefaultASTCQualityBySpeed value from FormatConfigOverride"));
return CompressionModeValue;
}
else
{
// default of 2 == ASTCENC_PRE_MEDIUM
auto GetCompressionModeValue = []() {
// start at default quality, then lookup in .ini file
int32 CompressionModeValue = 2;
GConfig->GetInt(TEXT("/Script/UnrealEd.CookerSettings"), TEXT("DefaultASTCQualityBySpeed"), CompressionModeValue, GEngineIni);
FParse::Value(FCommandLine::Get(), TEXT("-astcqualitybyspeed="), CompressionModeValue);
return FMath::Min<uint32>(CompressionModeValue, MAX_QUALITY_BY_SPEED);
};
static int32 CompressionModeValue = GetCompressionModeValue();
return CompressionModeValue;
}
}
static EPixelFormat GetQualityFormat(const FTextureBuildSettings& BuildSettings)
{
// code dupe between TextureFormatASTC and TextureFormatISPC
const FCbObjectView& InFormatConfigOverride = BuildSettings.FormatConfigOverride;
int32 OverrideSizeValue= BuildSettings.CompressionQuality;
bool bIsNormalMap = IsNormalMapFormat(BuildSettings.TextureFormatName);
if ( bIsNormalMap )
{
// normal map hard coded to always use 6x6 currently
// ignores per-texture quality
if ( BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise )
{
return PF_ASTC_6x6_NORM_RG;
}
else
{
return PF_ASTC_6x6;
}
}
else if (BuildSettings.bVirtualStreamable)
{
return PF_ASTC_4x4;
}
// CompressionQuality value here is ETextureCompressionQuality minus 1
bool bIsHQ = BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA_HQ;
bool bHDRFormat = IsHDRFormat(BuildSettings.TextureFormatName);
if ( OverrideSizeValue < 0 )
{
if ( bIsHQ )
{
OverrideSizeValue = GetDefaultCompressionBySizeValueHQ(InFormatConfigOverride);
}
else
{
OverrideSizeValue = GetDefaultCompressionBySizeValue(InFormatConfigOverride);
}
}
// convert to a string
EPixelFormat Format = PF_Unknown;
if (bHDRFormat)
{
switch (OverrideSizeValue)
{
case 0: Format = PF_ASTC_12x12_HDR; break;
case 1: Format = PF_ASTC_10x10_HDR; break;
case 2: Format = PF_ASTC_8x8_HDR; break;
case 3: Format = PF_ASTC_6x6_HDR; break;
case 4: Format = PF_ASTC_4x4_HDR; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Max quality higher than expected"));
}
}
else
{
switch (OverrideSizeValue)
{
case 0: Format = PF_ASTC_12x12; break;
case 1: Format = PF_ASTC_10x10; break;
case 2: Format = PF_ASTC_8x8; break;
case 3: Format = PF_ASTC_6x6; break;
case 4: Format = PF_ASTC_4x4; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Max quality higher than expected"));
}
}
return Format;
}
static bool IsASTCPixelFormatHDR(EPixelFormat PF)
{
switch (PF)
{
case PF_ASTC_4x4_HDR:
case PF_ASTC_6x6_HDR:
case PF_ASTC_8x8_HDR:
case PF_ASTC_10x10_HDR:
case PF_ASTC_12x12_HDR:
{
return true;
}
}
return false;
}
struct FAstcEncThunk
{
UE::FMutex LoaderLock;
bool bHasAttemptedLoad = false;
void* LibHandle = nullptr;
AstcThunk_CreateFnType* Create = nullptr;
AstcThunk_DoWorkFnType* DoWork = nullptr;
AstcThunk_DestroyFnType* Destroy = nullptr;
};
static bool ASTCEnc_Compress(
const FAstcEncThunk* Thunk,
const FImage& InImage,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage)
{
bool bHDRImage = IsHDRFormat(BuildSettings.TextureFormatName);
// DestGamma is how the texture will be bound to GPU
bool bSRGB = BuildSettings.GetDestGammaSpace() == EGammaSpace::sRGB;
check( !bHDRImage || !bSRGB );
// Get Raw Image Data from passed in FImage & convert to BGRA8 or RGBA16F
// note: wasteful, often copies image to same format
FImage Image;
InImage.CopyTo(Image, bHDRImage ? ERawImageFormat::RGBA16F : ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
if (bHDRImage)
{
// ASTC can encode floats that BC6H can't
// but still clamp as if we were BC6H, so that the same output is made
// (eg. ASTC can encode A but BC6 can't; we stuff 1 in A here)
FImageCore::SanitizeFloat16AndSetAlphaOpaqueForBC6H(Image);
}
bool bIsNormalMap = IsNormalMapFormat(BuildSettings.TextureFormatName);
// Determine the compressed pixel format and compression parameters
EPixelFormat CompressedPixelFormat = GetQualityFormat(BuildSettings);
FAstcEncThunk_CreateParams CreateParams;
CreateParams.Flags = EAstcEncThunk_Flags::NONE;
if (bIsNormalMap)
{
CreateParams.Flags |= EAstcEncThunk_Flags::NORMAL_MAP;
}
if (!bHDRImage &&
IsRDOEncode(BuildSettings))
{
CreateParams.Flags |= EAstcEncThunk_Flags::LZ_RDO;
}
CreateParams.Profile = (bHDRImage ? EAstcEncThunk_Profile::HDR_RGB_LDR_A : (bSRGB ? EAstcEncThunk_Profile::LDR_SRGB : EAstcEncThunk_Profile::LDR));
CreateParams.Quality = EAstcEncThunk_Quality::FAST;
switch (GetDefaultCompressionBySpeedValue(BuildSettings.FormatConfigOverride))
{
case 0: CreateParams.Quality = EAstcEncThunk_Quality::FASTEST; break;
case 1: CreateParams.Quality = EAstcEncThunk_Quality::FAST; break;
case 2: CreateParams.Quality = EAstcEncThunk_Quality::MEDIUM; break;
case 3: CreateParams.Quality = EAstcEncThunk_Quality::THOROUGH; break;
default: UE_LOG(LogTextureFormatASTC, Fatal, TEXT("ASTC speed quality higher than expected"));
}
CreateParams.BlockSize = GPixelFormats[CompressedPixelFormat].BlockSizeX;
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_R;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_A;
if (bHDRImage)
{
// BC6H does not support A, so we remove it to match
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBAuto ||
BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGBA_HQ)
{
if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_RGB || !bImageHasAlphaChannel)
{
// even if Name was RGBA we still use the RGB profile if !bImageHasAlphaChannel
// so that "Compress Without Alpha" can force us to opaque
// we need to set alpha to opaque here
// can do it using "1" in the bgra swizzle to astcenc
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
// source is BGRA
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_R;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalAG)
{
// note that DXT5n processing does "1g0r"
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_1;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_0;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_B; // source is BGRA
CreateParams.bDbLimitGreaterThan60 = true;
CreateParams.ErrorWeightR = 0.0f;
CreateParams.ErrorWeightG = 1.0f;
CreateParams.ErrorWeightB = 0.0f;
CreateParams.ErrorWeightA = 1.0f;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG)
{
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_B; // source is BGRA
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_0;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
CreateParams.bDbLimitGreaterThan60 = true;
CreateParams.ErrorWeightR = 1.0f;
CreateParams.ErrorWeightG = 1.0f;
CreateParams.ErrorWeightB = 0.0f;
CreateParams.ErrorWeightA = 0.0f;
}
else if (BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalLA || BuildSettings.TextureFormatName == GTextureFormatNameASTC_NormalRG_Precise)
{
// L+A mode: rrrg
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.bDbLimitGreaterThan60 = true;
CreateParams.ErrorWeightR = 1.0f;
CreateParams.ErrorWeightG = 0.0f;
CreateParams.ErrorWeightB = 0.0f;
CreateParams.ErrorWeightA = 1.0f;
}
else
{
check(false);
}
if (CreateParams.Flags & EAstcEncThunk_Flags::LZ_RDO)
{
CreateParams.LZRdoLambda = BuildSettings.OodleRDO;
}
// Set up output image
{
const int AlignedSizeX = AlignArbitrary(Image.SizeX, CreateParams.BlockSize);
const int AlignedSizeY = AlignArbitrary(Image.SizeY, CreateParams.BlockSize);
const int WidthInBlocks = AlignedSizeX / CreateParams.BlockSize;
const int HeightInBlocks = AlignedSizeY / CreateParams.BlockSize;
const int64 SizePerSlice = (int64)WidthInBlocks * HeightInBlocks * 16;
OutCompressedImage.RawData.AddUninitialized(SizePerSlice * Image.NumSlices);
CreateParams.OutputImageBuffer = OutCompressedImage.RawData.GetData();
CreateParams.OutputImageBufferSize = OutCompressedImage.RawData.Num();
}
// Set up input image.
TArray<uint8*, TInlineAllocator<6>> ImageSrcData;
{
ImageSrcData.Reserve(Image.NumSlices);
for (int32 SliceIdx = 0; SliceIdx < Image.NumSlices; SliceIdx++)
{
FImageView Slice = Image.GetSlice(SliceIdx);
uint8* SliceData;
if (bHDRImage)
{
SliceData = (uint8*)Slice.AsRGBA16F().GetData();
}
else
{
SliceData = (uint8*)Slice.AsBGRA8().GetData();
}
ImageSrcData.Add(SliceData);
}
CreateParams.SizeX = Image.SizeX;
CreateParams.SizeY = Image.SizeY;
CreateParams.NumSlices = Image.NumSlices;
CreateParams.ImageSlices = (void**)ImageSrcData.GetData();
CreateParams.ImageDataType = (bHDRImage ? EAstcEncThunk_Type::F16 : EAstcEncThunk_Type::U8);
}
//
// Find a good number of tasks to divide the encode up. We try and make it so it's roughly 256x256 tiles per task,
// but we also don't want to go too high because these aren't exactly cheap w/r/t memory internally to astcenc.
//
{
uint32 ChunksX = FMath::DivideAndRoundUp(CreateParams.SizeX, 256U);
uint32 ChunksY = FMath::DivideAndRoundUp(CreateParams.SizeY, 256U);
uint32 ChunksZ = CreateParams.NumSlices;
CreateParams.TaskCount = ChunksX * ChunksY * ChunksZ;
uint32 WorkerThreadCount = FMath::Max(1, FTaskGraphInterface::Get().GetNumWorkerThreads());
CreateParams.TaskCount = FMath::Min(CreateParams.TaskCount, WorkerThreadCount);
}
AstcEncThunk_Context Context;
char const* ThunkError = Thunk->Create(CreateParams, &Context);
if (ThunkError)
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("Failed to create astcenc thunk: %s"), ANSI_TO_TCHAR(ThunkError));
Thunk->Destroy(Context);
return false;
}
TArray<char const*, TInlineAllocator<8>> Results;
Results.SetNumZeroed(CreateParams.TaskCount);
TArray<UE::Tasks::FTask, TInlineAllocator<8>> EncodeTasks;
EncodeTasks.Reserve(CreateParams.TaskCount);
// Launch the other tasks, but keep one to run inline.
for (uint32 TaskIndex = 1; TaskIndex < CreateParams.TaskCount; TaskIndex++)
{
UE::Tasks::FTask Task = UE::Tasks::Launch(TEXT("ASTCWorker"), [TaskIndex, &Context, Thunk, &Results]()
{
TRACE_CPUPROFILER_EVENT_SCOPE(ASTCCompressWorker);
Results[TaskIndex] = Thunk->DoWork(Context, TaskIndex);
});
EncodeTasks.Add(Task);
}
// Do our own task, always index 0.
{
TRACE_CPUPROFILER_EVENT_SCOPE(ASTCCompressInline);
Results[0] = Thunk->DoWork(Context, 0);
}
UE::Tasks::Wait(EncodeTasks);
Thunk->Destroy(Context);
bool bSucceeded = true;
for (uint32 TaskIndex = 0; TaskIndex < CreateParams.TaskCount; TaskIndex++)
{
if (Results[TaskIndex])
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("Astcenc Thunk DoWork has failed: %s"), ANSI_TO_TCHAR(Results[TaskIndex]));
bSucceeded = false;
break;
}
}
if (bSucceeded)
{
OutCompressedImage.SizeX = Image.SizeX;
OutCompressedImage.SizeY = Image.SizeY;
OutCompressedImage.NumSlicesWithDepth = Image.NumSlices;
OutCompressedImage.PixelFormat = CompressedPixelFormat;
return true;
}
else
{
return false;
}
}
/**
* ASTC texture format handler.
*/
class FTextureFormatASTC : public ITextureFormat
{
public:
FTextureFormatASTC()
{
// LoadModule has to be done on Main thread
// can't be done on-demand in the Compress call
#if SUPPORTS_ISPC_ASTC
const bool bAllowTogglingISPCAfterStartup = false; // option
if(GASTCCompressor == 0 || bAllowTogglingISPCAfterStartup)
{
ITextureFormatModule * IntelISPCTexCompModule = FModuleManager::LoadModulePtr<ITextureFormatModule>(TEXT("TextureFormatIntelISPCTexComp"));
if ( IntelISPCTexCompModule )
{
IntelISPCTexCompFormat = IntelISPCTexCompModule->GetTextureFormat();
}
}
#endif
// Make sure latest can be found up front.
const FAstcEncThunk* DecodeThunk = LoadAstcVersion(SupportedAstcEncVersions[SupportedAstcEncVersionCount-1]);
if (!DecodeThunk)
{
UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Couldn't find latest ASTC enc version lib: %s"), AstcEncVersionStrings[SupportedAstcEncVersionCount-1]);
}
}
virtual ~FTextureFormatASTC()
{
for (size_t i = 0; i < SupportedAstcEncVersionCount; i++)
{
if (AstcVersions[i].LibHandle)
{
FPlatformProcess::FreeDllHandle(AstcVersions[i].LibHandle);
AstcVersions[i].LibHandle = 0;
}
}
}
static FGuid GetDecodeBuildFunctionVersionGuid()
{
static FGuid Version(TEXT("0520C2CC-FD1D-48FE-BDCB-4E6E07E01E5B"));
return Version;
}
static FUtf8StringView GetDecodeBuildFunctionNameStatic()
{
return UTF8TEXTVIEW("FDecodeTextureFormatASTC");
}
virtual const FUtf8StringView GetDecodeBuildFunctionName() const override final
{
return GetDecodeBuildFunctionNameStatic();
}
virtual bool SupportsEncodeSpeed(FName, const ITargetPlatformSettings* TargetPlatform) const override
{
// We can't do this on construct because the target platforms aren't set up yet, so we have to do
// this once we need the info.
static bool bIsInitialized = [this]() mutable
{
// save off which platforms we use RDO for.
const TArray<ITargetPlatformSettings*>& TargetPlatforms = GetTargetPlatformManagerRef().GetTargetPlatformSettings();
for (const ITargetPlatformSettings* TargetPlatform : TargetPlatforms)
{
// Platforms get added multiple times due to different shader possibilities or whatnot.
if (!RDOEnabledByPlatform.Contains(TargetPlatform->IniPlatformName()))
{
bool bRDOEnabled = false;
const FString& SectionName = FDataDrivenPlatformInfoRegistry::GetPlatformInfo(TargetPlatform->IniPlatformName()).TargetSettingsIniSectionName;
TargetPlatform->GetConfigSystem()->GetBool(*SectionName, TEXT("bASTCUseRDO"), bRDOEnabled, GEngineIni);
RDOEnabledByPlatform.Add(TargetPlatform->IniPlatformName(), bRDOEnabled);
if (bRDOEnabled)
{
UE_LOG(LogTextureFormatASTC, Display, TEXT("ArmASTC RDO: %s from section %s on platform %s"),
bRDOEnabled ? TEXT("enabled") : TEXT("disabled"),
*SectionName, *WriteToString<40>(TargetPlatform->IniPlatformName()));
}
}
}
return true;
}();
// Returning true causes UE to resolve the RDO settings that we want for our own RDO, because the RDO settings
// happen to be stored in the encode speed block.
const bool* RDOEnabledPtr = RDOEnabledByPlatform.Find(TargetPlatform->IniPlatformName());
if (RDOEnabledPtr && *RDOEnabledPtr)
{
return true;
}
return false;
}
virtual bool AllowParallelBuild() const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
return IntelISPCTexCompFormat->AllowParallelBuild();
}
#endif
return true;
}
virtual FName GetEncoderName(FName Format) const override
{
#if SUPPORTS_ISPC_ASTC
if (GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
return IntelISPCTexCompFormat->GetEncoderName(Format);
}
#endif
static const FName ASTCName("ArmASTC");
return ASTCName;
}
virtual FCbObject ExportGlobalFormatConfig(const FTextureBuildSettings& BuildSettings) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
return IntelISPCTexCompFormat->ExportGlobalFormatConfig(BuildSettings);
}
#endif
FCbWriter Writer;
Writer.BeginObject("TextureFormatASTCSettings");
Writer.AddInteger("DefaultASTCQualityBySize", GetDefaultCompressionBySizeValue(FCbObjectView()));
Writer.AddInteger("DefaultASTCQualityBySizeHQ", GetDefaultCompressionBySizeValueHQ(FCbObjectView()));
Writer.AddInteger("DefaultASTCQualityBySpeed", GetDefaultCompressionBySpeedValue(FCbObjectView()));
Writer.EndObject();
return Writer.Save().AsObject();
}
// Version for all ASTC textures, whether it's handled by the ARM encoder or the ISPC encoder.
virtual uint16 GetVersion(
FName Format,
const FTextureBuildSettings* BuildSettings = nullptr
) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
// set high bit so version numbers of ISPC and ASTC don't overlap :
check( BASE_ASTC_FORMAT_VERSION < 0x80 );
return 0x80 | IntelISPCTexCompFormat->GetVersion(Format,BuildSettings);
}
#endif
return BASE_ASTC_FORMAT_VERSION;
}
virtual FString GetDerivedDataKeyString(const FTextureBuildSettings& InBuildSettings, int32 InMipCount, const FIntVector3& InMip0Dimensions) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
return IntelISPCTexCompFormat->GetDerivedDataKeyString(InBuildSettings, InMipCount, InMip0Dimensions);
}
#endif
// ASTC block size chosen is in PixelFormat
EPixelFormat PixelFormat = GetQualityFormat(InBuildSettings);
int Speed = GetDefaultCompressionBySpeedValue(InBuildSettings.FormatConfigOverride);
TStringBuilder<64> ASTCSuffix;
ASTCSuffix << TEXT("ASTC_");
ASTCSuffix << (int)PixelFormat;
ASTCSuffix << TEXT("_");
ASTCSuffix << Speed;
// we don't support RDO for HDR
if (IsRDOEncode(InBuildSettings))
{
ASTCSuffix << TEXT("RDO_") << InBuildSettings.OodleRDO;
}
// only add in the version if we aren't the first version (4.2.0). None defaults to first version.
if (InBuildSettings.AstcEncVersion != NAME_None &&
InBuildSettings.AstcEncVersion != SupportedAstcEncVersions[0])
{
ASTCSuffix << TEXT("V_") << InBuildSettings.AstcEncVersion;
}
return FString(ASTCSuffix);
}
virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
{
OutFormats.Append(GSupportedTextureFormatNames, sizeof(GSupportedTextureFormatNames)/sizeof(GSupportedTextureFormatNames[0]) );
}
virtual EPixelFormat GetEncodedPixelFormat(const FTextureBuildSettings& InBuildSettings, bool bInImageHasAlphaChannel) const override
{
return GetQualityFormat(InBuildSettings);
}
virtual bool CanDecodeFormat(EPixelFormat InPixelFormat) const
{
return IsASTCBlockCompressedTextureFormat(InPixelFormat);
}
virtual bool DecodeImage(int32 InSizeX, int32 InSizeY, int32 InNumSlices, EPixelFormat InPixelFormat, bool bInSRGB, const FName& InTextureFormatName, FSharedBuffer InEncodedData, FImage& OutImage, FStringView InTextureName) const
{
// We require the latest version to be available.
const FAstcEncThunk* DecodeThunk = LoadAstcVersion(SupportedAstcEncVersions[SupportedAstcEncVersionCount-1]);
FAstcEncThunk_CreateParams CreateParams;
bool bHDRImage = IsASTCPixelFormatHDR(InPixelFormat);
CreateParams.Profile = (bHDRImage ? EAstcEncThunk_Profile::HDR_RGB_LDR_A : (bInSRGB ? EAstcEncThunk_Profile::LDR_SRGB : EAstcEncThunk_Profile::LDR));
CreateParams.BlockSize = GPixelFormats[InPixelFormat].BlockSizeX;
CreateParams.Quality = EAstcEncThunk_Quality::THOROUGH;
CreateParams.Flags = EAstcEncThunk_Flags::DECOMPRESS_ONLY;
CreateParams.TaskCount = 1;
{
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_R;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_B;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_A;
if (IsASTCPixelFormatHDR(InPixelFormat))
{
// BC6H, our compressed HDR format on non-ASTC targets, does not support A
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
else
{
// Check for the other variants individually here
// set everything up with normal (RGBA) swizzles
if (InTextureFormatName == GTextureFormatNameASTC_NormalAG)
{
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_A;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_0;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
else if (InTextureFormatName == GTextureFormatNameASTC_NormalRG)
{
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_R;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_G;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_0;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
else if (InTextureFormatName == GTextureFormatNameASTC_NormalLA || InTextureFormatName == GTextureFormatNameASTC_NormalRG_Precise)
{
CreateParams.SwizzleR = EAstcEncThunk_SwizzleComp::SELECT_R;
CreateParams.SwizzleG = EAstcEncThunk_SwizzleComp::SELECT_A;
CreateParams.SwizzleB = EAstcEncThunk_SwizzleComp::SELECT_0;
CreateParams.SwizzleA = EAstcEncThunk_SwizzleComp::SELECT_1;
}
// Finally, last step, because ASTCEnc produces RGBA channel order and we want BGRA for 8-bit formats:
Swap(CreateParams.SwizzleR, CreateParams.SwizzleB);
}
}
// astc image basically wants views into the image but also wants them as an array of pointers
// to each slice.
TArray<uint8*, TInlineAllocator<6>> ImageSrcData;
{
OutImage.Format = bHDRImage ? ERawImageFormat::RGBA16F : ERawImageFormat::BGRA8;
OutImage.GammaSpace = bInSRGB ? EGammaSpace::sRGB : EGammaSpace::Linear;
OutImage.SizeX = InSizeX;
OutImage.SizeY = InSizeY;
OutImage.NumSlices = InNumSlices;
const FPixelFormatInfo& OutputPF = GPixelFormats[bHDRImage ? PF_FloatRGBA : PF_B8G8R8A8];
uint64 SliceSizeBytes = OutputPF.Get2DImageSizeInBytes(InSizeX, InSizeY);
OutImage.RawData.AddUninitialized(SliceSizeBytes * InNumSlices);
ImageSrcData.Reserve(OutImage.NumSlices);
for (int32 SliceIdx = 0; SliceIdx < OutImage.NumSlices; SliceIdx++)
{
FImageView Slice = OutImage.GetSlice(SliceIdx);
uint8* SliceData;
if (bHDRImage)
{
SliceData = (uint8*)Slice.AsRGBA16F().GetData();
}
else
{
SliceData = (uint8*)Slice.AsBGRA8().GetData();
}
ImageSrcData.Add(SliceData);
}
}
CreateParams.ImageSlices = (void**)ImageSrcData.GetData();
CreateParams.SizeX = OutImage.SizeX;
CreateParams.SizeY = OutImage.SizeY;
CreateParams.NumSlices = OutImage.NumSlices;
CreateParams.ImageDataType = (bHDRImage ? EAstcEncThunk_Type::F16 : EAstcEncThunk_Type::U8);
CreateParams.OutputImageBuffer = (uint8_t*)InEncodedData.GetData();
CreateParams.OutputImageBufferSize = InEncodedData.GetSize();
AstcEncThunk_Context Context;
const char* Error = DecodeThunk->Create(CreateParams, &Context);
if (!Error)
{
Error = DecodeThunk->DoWork(Context, 0);
}
DecodeThunk->Destroy(Context);
if (Error)
{
UE_LOG(LogTextureFormatASTC, Error, TEXT("Failed to decode astc image: %s - texture %.*s"), ANSI_TO_TCHAR(Error), InTextureName.Len(), InTextureName.GetData());
return false;
}
return true;
}
virtual bool CompressImage(
const FImage& InImage,
const FTextureBuildSettings& BuildSettings,
const FIntVector3& InMip0Dimensions,
int32 InMip0NumSlicesNoDepth,
int32 InMipIndex,
int32 InMipCount,
FStringView DebugTexturePathName,
bool bImageHasAlphaChannel,
FCompressedImage2D& OutCompressedImage
) const override
{
#if SUPPORTS_ISPC_ASTC
if(GASTCCompressor == 0 && IntelISPCTexCompFormat)
{
UE_CALL_ONCE( [&](){
UE_LOG(LogTextureFormatASTC, Display, TEXT("TextureFormatASTC using ISPC"))
} );
// Route ASTC compression work to the ISPC module instead.
// note: ISPC can't do HDR, will throw an error
return IntelISPCTexCompFormat->CompressImage(InImage, BuildSettings, InMip0Dimensions, InMip0NumSlicesNoDepth, InMipIndex, InMipCount, DebugTexturePathName, bImageHasAlphaChannel, OutCompressedImage);
}
#endif
TRACE_CPUPROFILER_EVENT_SCOPE(ASTC.CompressImage);
UE_CALL_ONCE( [&](){
UE_LOG(LogTextureFormatASTC, Display, TEXT("TextureFormatASTC using astcenc"))
} );
const FAstcEncThunk* Thunk = LoadAstcVersion(BuildSettings.AstcEncVersion);
// We can't fall back because we have the version in the DDC key.
if (!Thunk)
{
return false;
}
return ASTCEnc_Compress(Thunk, InImage, BuildSettings, InMip0Dimensions, InMip0NumSlicesNoDepth, DebugTexturePathName, bImageHasAlphaChannel, OutCompressedImage);
}
private:
const FAstcEncThunk* LoadAstcVersion(FName Version) const
{
// None always maps to the first version we support with this.
if (Version == NAME_None)
{
Version = SupportedAstcEncVersions[0];
}
for (size_t i = 0; i < SupportedAstcEncVersionCount; i++)
{
if (SupportedAstcEncVersions[i] == Version)
{
FAstcEncThunk* ThunkVersion = (FAstcEncThunk*)&AstcVersions[i];
UE::TUniqueLock Lock(ThunkVersion->LoaderLock);
if (ThunkVersion->bHasAttemptedLoad)
{
return ThunkVersion->Create ? ThunkVersion : nullptr;
}
ThunkVersion->bHasAttemptedLoad = true;
// Try to load.
TStringBuilder<128> DllName;
DllName << ASTCENC_DLL_PREFIX << AstcEncVersionStrings[i] << ASTCENC_DLL_SUFFIX;
ThunkVersion->LibHandle = FPlatformProcess::GetDllHandle(DllName.ToString());
if (!ThunkVersion->LibHandle)
{
if (i != SupportedAstcEncVersionCount-1)
{
UE_LOG(LogTextureFormatASTC, Warning, TEXT("ASTCEnc version %s requested but not found."), AstcEncVersionStrings[i]);
}
else
{
UE_LOG(LogTextureFormatASTC, Fatal, TEXT("Latest ASTCEnc version %s required but not found."), AstcEncVersionStrings[i]);
}
return nullptr;
}
ThunkVersion->Create = (AstcThunk_CreateFnType*)FPlatformProcess::GetDllExport(ThunkVersion->LibHandle, TEXT("AstcEncThunk_Create"));
ThunkVersion->Destroy = (AstcThunk_DestroyFnType*)FPlatformProcess::GetDllExport(ThunkVersion->LibHandle, TEXT("AstcEncThunk_Destroy"));
ThunkVersion->DoWork = (AstcThunk_DoWorkFnType*)FPlatformProcess::GetDllExport(ThunkVersion->LibHandle, TEXT("AstcEncThunk_DoWork"));
AstcThunk_SetAllocatorsFnType* SetAllocators = (AstcThunk_SetAllocatorsFnType*)FPlatformProcess::GetDllExport(ThunkVersion->LibHandle, TEXT("AstcEncThunk_SetAllocators"));
// we require all function pointers - if we didn't get them all, it's a corrupted dll and
// we are bound to crash later.
if (!ThunkVersion->Create ||
!ThunkVersion->Destroy ||
!ThunkVersion->DoWork ||
!SetAllocators)
{
UE_LOG(LogTextureFormatASTC, Fatal, TEXT("ASTCEnc version %s library loaded but has missing exports"), AstcEncVersionStrings[i]);
return nullptr;
}
UE_LOG(LogTextureFormatASTC, Display, TEXT("ASTCEnc version %s library loaded"), AstcEncVersionStrings[i]);
SetAllocators(FMemory_AstcThunk_Malloc, FMemory_AstcThunk_Free);
return ThunkVersion;
}
}
return nullptr;
}
static constexpr size_t SupportedAstcEncVersionCount = 2;
FName SupportedAstcEncVersions[SupportedAstcEncVersionCount] =
{
FName(TEXT("420")),
FName(TEXT("501"))
};
const TCHAR* AstcEncVersionStrings[SupportedAstcEncVersionCount] =
{
TEXT("4.2.0"),
TEXT("5.0.1")
};
FAstcEncThunk AstcVersions[SupportedAstcEncVersionCount];
const ITextureFormat * IntelISPCTexCompFormat = nullptr;
mutable TMap<FString, bool> RDOEnabledByPlatform;
};
/**
* Module for ASTC texture compression.
*/
static ITextureFormat* Singleton = NULL;
class FTextureFormatASTCModule : public ITextureFormatModule
{
public:
FTextureFormatASTCModule()
{
}
virtual ~FTextureFormatASTCModule()
{
delete Singleton;
Singleton = NULL;
}
virtual void StartupModule() override
{
}
virtual bool CanCallGetTextureFormats() override { return false; }
virtual ITextureFormat* GetTextureFormat()
{
if (!Singleton)
{
Singleton = new FTextureFormatASTC();
}
return Singleton;
}
static inline UE::DerivedData::TBuildFunctionFactory<FASTCTextureBuildFunction> BuildFunctionFactory;
static inline UE::DerivedData::TBuildFunctionFactory<FGenericTextureDecodeBuildFunction<FTextureFormatASTC>> DecodeBuildFunctionFactory;
};
IMPLEMENT_MODULE(FTextureFormatASTCModule, TextureFormatASTC);