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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Refactor high quality texture import

* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
This commit is contained in:
Juan Linietsky
2023-01-25 12:17:11 +01:00
parent 17a8597355
commit 28f51ba547
30 changed files with 457 additions and 265 deletions

View File

@@ -553,6 +553,16 @@ void OS::add_frame_delay(bool p_can_draw) {
}
}
OS::PreferredTextureFormat OS::get_preferred_texture_format() const {
#if defined(__arm__) || defined(__aarch64__) || defined(_M_ARM) || defined(_M_ARM64)
return PREFERRED_TEXTURE_FORMAT_ETC2_ASTC; // By rule, ARM hardware uses ETC texture compression.
#elif defined(__x86_64__) || defined(_M_X64) || defined(i386) || defined(__i386__) || defined(__i386) || defined(_M_IX86)
return PREFERRED_TEXTURE_FORMAT_S3TC_BPTC; // By rule, X86 hardware prefers S3TC and derivatives.
#else
return PREFERRED_TEXTURE_FORMAT_S3TC_BPTC; // Override in platform if needed.
#endif
}
OS::OS() {
singleton = this;