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authorJuan Linietsky <reduzio@gmail.com>2023-01-25 12:17:11 +0100
committerJuan Linietsky <reduzio@gmail.com>2023-01-30 15:53:23 +0100
commit28f51ba547722d1283882ec5dee9bcab070bc33e (patch)
tree81a2ef0bc8aa468876bf5edb65df16e2fcc9f4ee /core/os/os.cpp
parent17a85973559fae0cd2c33d13c4b53f16cf7419ba (diff)
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.
Diffstat (limited to 'core/os/os.cpp')
-rw-r--r--core/os/os.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/core/os/os.cpp b/core/os/os.cpp
index 86469852e3..ef7d860d19 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -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;