Keep certain assets uncompressed on Android export

This commit is contained in:
Pedro J. Estébanez 2016-06-11 13:08:42 +02:00
parent a3890594fa
commit bb1b51f470

View file

@ -231,6 +231,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
void _fix_manifest(Vector<uint8_t>& p_manifest, bool p_give_internet);
void _fix_resources(Vector<uint8_t>& p_manifest);
static Error save_apk_file(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
static bool _should_compress_asset(const String& p_path);
protected:
@ -1001,7 +1002,7 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
NULL,
0,
NULL,
Z_DEFLATED,
_should_compress_asset(p_path) ? Z_DEFLATED : 0,
Z_DEFAULT_COMPRESSION);
@ -1012,6 +1013,56 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
}
bool EditorExportPlatformAndroid::_should_compress_asset(const String& p_path) {
/*
* By not compressing files with little or not benefit in doing so,
* a performance gain is expected at runtime. Moreover, if the APK is
* zip-aligned, assets stored as they are can be efficiently read by
* Android by memory-mapping them.
*/
// -- Unconditional uncompress to mimic AAPT plus some other
static const char* unconditional_compress_ext[] = {
// From https://github.com/android/platform_frameworks_base/blob/master/tools/aapt/Package.cpp
// These formats are already compressed, or don't compress well:
".jpg", ".jpeg", ".png", ".gif",
".wav", ".mp2", ".mp3", ".ogg", ".aac",
".mpg", ".mpeg", ".mid", ".midi", ".smf", ".jet",
".rtttl", ".imy", ".xmf", ".mp4", ".m4a",
".m4v", ".3gp", ".3gpp", ".3g2", ".3gpp2",
".amr", ".awb", ".wma", ".wmv",
// Godot-specific:
".webp", // Same reasoning as .png
".cfb", // Don't let small config files slow-down startup
// Trailer for easier processing
NULL
};
for (const char** ext=unconditional_compress_ext; *ext; ++ext) {
if (p_path.to_lower().ends_with(String(*ext))) {
return false;
}
}
// -- Compressed resource?
FileAccess *f=FileAccess::open(p_path,FileAccess::READ);
ERR_FAIL_COND_V(!f,true);
uint8_t header[4];
f->get_buffer(header,4);
if (header[0]=='R' && header[1]=='S' && header[2]=='C' && header[3]=='C') {
// Already compressed
return false;
}
// --- TODO: Decide on texture resources according to their image compression setting
return true;
}
Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_debug, int p_flags) {
@ -1137,6 +1188,10 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
print_line("ADDING: "+file);
if (!skip) {
// Respect decision on compression made by AAPT for the export template
const bool uncompressed = info.compression_method == 0;
zipOpenNewFileInZip(apk,
file.utf8().get_data(),
NULL,
@ -1145,7 +1200,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
NULL,
0,
NULL,
Z_DEFLATED,
uncompressed ? 0 : Z_DEFLATED,
Z_DEFAULT_COMPRESSION);
zipWriteInFileInZip(apk,data.ptr(),data.size());
@ -1243,7 +1298,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
NULL,
0,
NULL,
Z_DEFLATED,
0, // No compress (little size gain and potentially slower startup)
Z_DEFAULT_COMPRESSION);
zipWriteInFileInZip(apk,clf.ptr(),clf.size());