Enable S3TC_BPTC but not ETC2_ASTC by default

This commit is contained in:
Aaron Franke 2023-05-15 11:04:49 -05:00
parent d3651ea455
commit 944fbce347
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GPG key ID: 40A1750B977E56BF
4 changed files with 11 additions and 4 deletions

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@ -2606,11 +2606,11 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="">
<member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="">
<member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>

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@ -121,6 +121,7 @@ public:
virtual Error move_to_trash(const String &p_path) override;
virtual String get_system_ca_certificates() override;
virtual OS::PreferredTextureFormat get_preferred_texture_format() const override;
void run();

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@ -700,6 +700,12 @@ String OS_MacOS::get_system_ca_certificates() {
return certs;
}
OS::PreferredTextureFormat OS_MacOS::get_preferred_texture_format() const {
// macOS supports both formats on ARM. Prefer S3TC/BPTC
// for better compatibility with x86 platforms.
return PREFERRED_TEXTURE_FORMAT_S3TC_BPTC;
}
void OS_MacOS::run() {
if (!main_loop) {
return;

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@ -2870,8 +2870,8 @@ TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() cons
}
void RenderingServer::init() {
GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC);
GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC);
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", true);
GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", false);
GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);