Add ASTC texture compression on Android

This commit is contained in:
Wojtek Figat
2024-01-03 23:01:33 +01:00
parent 85afde43af
commit df33de7176
9 changed files with 173 additions and 60 deletions

View File

@@ -31,6 +31,7 @@
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Graphics/Materials/MaterialShader.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Particles/Graph/GPU/ParticleEmitterGraph.GPU.h"
#include "Engine/Engine/Base/GameBase.h"
#include "Engine/Engine/Globals.h"
@@ -643,6 +644,7 @@ bool ProcessTextureBase(CookAssetsStep::AssetCookData& data)
const auto& assetHeader = asset->StreamingTexture()->GetHeader();
const auto format = asset->Format();
const auto targetFormat = data.Data.Tools->GetTextureFormat(data.Data, asset, format);
CHECK_RETURN(!PixelFormatExtensions::IsTypeless(targetFormat), true);
const auto streamingSettings = StreamingSettings::Get();
int32 mipLevelsMax = GPU_MAX_TEXTURE_MIP_LEVELS;
if (assetHeader->TextureGroup >= 0 && assetHeader->TextureGroup < streamingSettings->TextureGroups.Count())