424 lines
13 KiB
C++
424 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Containers/SharedString.h"
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#include "Misc/FileHelper.h"
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#include "Misc/Paths.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/ITextureFormat.h"
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#include "Interfaces/ITextureFormatModule.h"
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#include "TextureCompressorModule.h"
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#include "PixelFormat.h"
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#include "ImageCore.h"
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#include "TextureBuildFunction.h"
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#include "DerivedDataBuildFunctionFactory.h"
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DEFINE_LOG_CATEGORY_STATIC(LogTextureFormatUncompressed, Log, All);
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class FUncompressedTextureBuildFunction final : public FTextureBuildFunction
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{
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const UE::FUtf8SharedString& GetName() const final
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{
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static const UE::FUtf8SharedString Name(UTF8TEXTVIEW("UncompressedTexture"));
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return Name;
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}
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void GetVersion(UE::DerivedData::FBuildVersionBuilder& Builder, ITextureFormat*& OutTextureFormatVersioning) const final
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{
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static FGuid Version(TEXT("c04fe27a-53f6-402e-85b3-648ac6b1ad87"));
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Builder << Version;
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OutTextureFormatVersioning = FModuleManager::GetModuleChecked<ITextureFormatModule>(TEXT("TextureFormatUncompressed")).GetTextureFormat();
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}
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};
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/**
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* Macro trickery for supported format names.
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*/
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#define ENUM_SUPPORTED_FORMATS(op) \
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op(BGRA8) \
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op(G8) \
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op(G16) \
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op(VU8) \
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op(RGBA16F) \
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op(RGBA32F) \
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op(XGXR8) \
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op(RGBA8) \
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op(POTERROR) \
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op(R16F) \
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op(R32F) \
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op(R5G6B5) \
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op(A1RGB555) \
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op(RGB555A1)
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#define DECL_FORMAT_NAME(FormatName) static FName GTextureFormatName##FormatName = FName(TEXT(#FormatName));
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME);
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#undef DECL_FORMAT_NAME
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#define DECL_FORMAT_NAME_ENTRY(FormatName) GTextureFormatName##FormatName ,
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static FName GSupportedTextureFormatNames[] =
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{
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ENUM_SUPPORTED_FORMATS(DECL_FORMAT_NAME_ENTRY)
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};
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#undef DECL_FORMAT_NAME_ENTRY
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#undef ENUM_SUPPORTED_FORMATS
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/**
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* Uncompressed texture format handler.
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*/
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class FTextureFormatUncompressed : public ITextureFormat
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{
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virtual bool AllowParallelBuild() const override
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{
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return true;
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}
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virtual FName GetEncoderName(FName Format) const override
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{
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static const FName UncomName("Uncompressed");
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return UncomName;
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}
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virtual uint16 GetVersion(
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FName Format,
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const FTextureBuildSettings* BuildSettings
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) const override
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{
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return 0;
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}
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virtual FString GetDerivedDataKeyString(const FTextureBuildSettings& InBuildSettings, int32 InMipCount, const FIntVector3& InMip0Dimensions) const override
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{
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if (InBuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
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{
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return TEXT("RGBA16F");
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}
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else if (InBuildSettings.TextureFormatName == GTextureFormatNameRGBA32F)
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{
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return TEXT("RGBA32F");
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}
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else if (InBuildSettings.TextureFormatName == GTextureFormatNameR16F)
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{
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return TEXT("R16F");
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}
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else if (InBuildSettings.TextureFormatName == GTextureFormatNameR32F)
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{
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return TEXT("R32F");
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}
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else
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{
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// default implementation of GetDerivedDataKeyString returns empty string
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// match that so we don't change the DDC key
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return TEXT("");
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}
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}
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virtual void GetSupportedFormats(TArray<FName>& OutFormats) const override
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{
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OutFormats.Append(GSupportedTextureFormatNames, UE_ARRAY_COUNT(GSupportedTextureFormatNames) );
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}
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virtual EPixelFormat GetEncodedPixelFormat(const FTextureBuildSettings& BuildSettings, bool bImageHasAlphaChannel) const override
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{
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if (BuildSettings.TextureFormatName == GTextureFormatNameG8)
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{
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return PF_G8;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameG16)
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{
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return PF_G16;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameVU8)
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{
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return PF_V8U8;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameBGRA8 || BuildSettings.TextureFormatName == GTextureFormatNameRGBA8 ||
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BuildSettings.TextureFormatName == GTextureFormatNameXGXR8)
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{
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return PF_B8G8R8A8;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
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{
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return PF_FloatRGBA;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA32F)
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{
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return PF_A32B32G32R32F;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR16F)
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{
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return PF_R16F;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR32F)
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{
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return PF_R32_FLOAT;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNamePOTERROR)
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{
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return PF_B8G8R8A8;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR5G6B5)
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{
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return PF_R5G6B5_UNORM;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameA1RGB555 || BuildSettings.TextureFormatName == GTextureFormatNameRGB555A1)
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{
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return PF_B5G5R5A1_UNORM;
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}
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UE_LOG(LogTextureFormatUncompressed, Fatal, TEXT("Unhandled texture format '%s' given to FTextureFormatUncompressed::GetEncodedPixelFormat()"), *BuildSettings.TextureFormatName.ToString());
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return PF_Unknown;
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}
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virtual bool CanAcceptNonF32Source(FName Format) const override
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{
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return true;
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}
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// InImage arg is not actually const
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static bool DoCompressImageSimple(const FImage& InImage, ERawImageFormat::Type DestFormat, EGammaSpace DestGammaSpace, FCompressedImage2D& OutCompressedImage)
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{
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FImage Image;
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if ( InImage.Format == DestFormat && InImage.GetGammaSpace() == DestGammaSpace )
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{
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// source image is already in desired format, just move it
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// source image can be mutated by compressor
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Image.Swap(const_cast<FImage &>(InImage));
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// keep InImage info unchanged, only free the RawData bits
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(FImageInfo &)(const_cast<FImage &>(InImage)) = (FImageInfo &)Image;
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// note that the source bits are not freed; they're still held allocated in the OutCompressedImage
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// currently freeing the source is not allowed because it may be being hashed on a thread
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}
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else
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{
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InImage.CopyTo(Image, DestFormat, DestGammaSpace);
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}
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OutCompressedImage.RawData = MoveTemp(Image.RawData);
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return true;
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}
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// InImage arg is not actually const
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virtual bool CompressImage(
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const FImage& InImage,
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const FTextureBuildSettings& BuildSettings,
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const FIntVector3& InMip0Dimensions,
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int32 InMip0NumSlicesNoDepth,
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int32 InMipIndex,
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int32 InMipCount,
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FStringView DebugTexturePathName,
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bool bImageHasAlphaChannel,
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FCompressedImage2D& OutCompressedImage
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) const override
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(TFUncompressed.CompressImage);
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// InImage can be any format because CanAcceptNonF32Source
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OutCompressedImage.PixelFormat = GetEncodedPixelFormat(BuildSettings, bImageHasAlphaChannel);
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OutCompressedImage.SizeX = InImage.SizeX;
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OutCompressedImage.SizeY = InImage.SizeY;
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OutCompressedImage.NumSlicesWithDepth = InImage.NumSlices;
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if (BuildSettings.TextureFormatName == GTextureFormatNameG8)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::G8, BuildSettings.GetDestGammaSpace(), OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameG16)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::G16, EGammaSpace::Linear, OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameVU8)
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{
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
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int64 NumTexels = Image.GetNumPixels();
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OutCompressedImage.RawData.SetNumUninitialized(NumTexels * 2);
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const FColor* FirstColor = (&Image.AsBGRA8()[0]);
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const FColor* LastColor = FirstColor + NumTexels;
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int8* Dest = (int8*)OutCompressedImage.RawData.GetData();
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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*Dest++ = (int32)Color->R - 128;
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*Dest++ = (int32)Color->G - 128;
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}
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return true;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameBGRA8)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace(), OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA8)
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{
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
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FImageCore::TransposeImageRGBABGRA(Image);
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OutCompressedImage.RawData = MoveTemp(Image.RawData);
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return true;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameXGXR8)
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{
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
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// swizzle each texel
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int64 NumTexels = Image.GetNumPixels();
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OutCompressedImage.RawData.SetNumUninitialized(NumTexels * 4);
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const FColor* FirstColor = (&Image.AsBGRA8()[0]);
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const FColor* LastColor = FirstColor + NumTexels;
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uint8* Dest = OutCompressedImage.RawData.GetData();
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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// XGXR8
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*Dest++ = Color->B;
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*Dest++ = Color->G;
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*Dest++ = Color->A;
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*Dest++ = Color->R;
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}
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return true;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA16F)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::RGBA16F, EGammaSpace::Linear, OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameRGBA32F)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::RGBA32F, EGammaSpace::Linear, OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR16F)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::R16F, EGammaSpace::Linear, OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR32F)
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{
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return DoCompressImageSimple(InImage, ERawImageFormat::R32F, EGammaSpace::Linear, OutCompressedImage);
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNamePOTERROR)
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{
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// @todo : this looks like temp debug code. please remove.
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// load the error image data we will just repeat into the texture
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TArray64<uint8> ErrorData;
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FFileHelper::LoadFileToArray(ErrorData, *(FPaths::EngineDir() / TEXT("Content/MobileResources/PowerOfTwoError64x64.raw")));
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check(ErrorData.Num() == 16384);
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// allocate output memory
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check(InImage.NumSlices == 1);
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uint64 NumTexels = (uint64)InImage.SizeX * InImage.SizeY;
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OutCompressedImage.RawData.Empty(NumTexels * 4);
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OutCompressedImage.RawData.AddUninitialized(NumTexels * 4);
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// write out texels
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uint8* Src = ErrorData.GetData();
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uint8* Dest = OutCompressedImage.RawData.GetData();
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for (int32 Y = 0; Y < InImage.SizeY; Y++)
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{
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for (int32 X = 0; X < InImage.SizeX * 4; X++)
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{
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int32 SrcX = X & (64 * 4 - 1);
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int32 SrcY = Y & 63;
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Dest[(uint64)Y * InImage.SizeX * 4 + X] = Src[(uint64)SrcY * 64 * 4 + SrcX];
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}
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}
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return true;
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}
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else if (BuildSettings.TextureFormatName == GTextureFormatNameR5G6B5 || BuildSettings.TextureFormatName == GTextureFormatNameRGB555A1 || BuildSettings.TextureFormatName == GTextureFormatNameA1RGB555)
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{
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FImage Image;
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InImage.CopyTo(Image, ERawImageFormat::BGRA8, BuildSettings.GetDestGammaSpace());
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// swizzle each texel
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int64 NumTexels = Image.GetNumPixels();
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OutCompressedImage.RawData.Empty(NumTexels * 2);
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OutCompressedImage.RawData.AddUninitialized(NumTexels * 2);
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const FColor* FirstColor = (&Image.AsBGRA8()[0]);
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const FColor* LastColor = FirstColor + NumTexels;
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uint16* Dest = (uint16*)OutCompressedImage.RawData.GetData();
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// @todo Oodle : this is not a correct 565 color quantizer. See rrColor565Bits_Quantize.
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// not a big deal because this is rarely used these days, but beware do not copy-paste and spread this mistake
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// (if you fix this, must bump DDC key)
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if(BuildSettings.TextureFormatName == GTextureFormatNameR5G6B5)
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{
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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uint16 BGR565 = (uint16(Color->R >> 3) << 11) | (uint16(Color->G >> 2) << 5) | uint16(Color->B >> 3);
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*Dest++ = BGR565;
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}
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}
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else if(BuildSettings.TextureFormatName == GTextureFormatNameA1RGB555)
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{
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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//most rhi supports alpha on the highest bit
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uint16 BGR555A1 = (uint16(Color->A >> 7) << 15) | (uint16(Color->R >> 3) << 10) | (uint16(Color->G >> 3) << 5) | uint16(Color->B >> 3);
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*Dest++ = BGR555A1;
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}
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}
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else
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{
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for (const FColor* Color = FirstColor; Color < LastColor; ++Color)
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{
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//OpenGL GL_RGB5_A1 only supports alpha on the lowest bit
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uint16 BGR555A1 = (uint16(Color->R >> 3) << 11) | (uint16(Color->G >> 3) << 6) | (uint16(Color->B >> 3) << 1) | uint16(Color->A >> 7);
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*Dest++ = BGR555A1;
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}
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}
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return true;
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}
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else
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{
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UE_LOG(LogTextureFormatUncompressed, Warning,
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TEXT("Cannot convert uncompressed image to format '%s'."),
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*BuildSettings.TextureFormatName.ToString()
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);
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return false;
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}
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}
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};
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/**
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* Module for uncompressed texture formats.
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*/
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static ITextureFormat* Singleton = NULL;
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class FTextureFormatUncompressedModule : public ITextureFormatModule
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{
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public:
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virtual ~FTextureFormatUncompressedModule()
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{
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delete Singleton;
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Singleton = NULL;
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}
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virtual bool CanCallGetTextureFormats() override { return false; }
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virtual ITextureFormat* GetTextureFormat()
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{
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if (!Singleton)
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{
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Singleton = new FTextureFormatUncompressed();
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}
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return Singleton;
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}
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static inline UE::DerivedData::TBuildFunctionFactory<FUncompressedTextureBuildFunction> BuildFunctionFactory;
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};
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IMPLEMENT_MODULE(FTextureFormatUncompressedModule, TextureFormatUncompressed);
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