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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.h
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.h')
-rw-r--r--core/os/os.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/core/os/os.h b/core/os/os.h
index 436a83eae3..d77890d89d 100644
--- a/core/os/os.h
+++ b/core/os/os.h
@@ -290,6 +290,14 @@ public:
virtual Vector<String> get_granted_permissions() const { return Vector<String>(); }
virtual void process_and_drop_events() {}
+
+ enum PreferredTextureFormat {
+ PREFERRED_TEXTURE_FORMAT_S3TC_BPTC,
+ PREFERRED_TEXTURE_FORMAT_ETC2_ASTC
+ };
+
+ virtual PreferredTextureFormat get_preferred_texture_format() const;
+
OS();
virtual ~OS();
};