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Эх сурвалжийг харах

Enable S3TC_BPTC but not ETC2_ASTC by default

Aaron Franke 2 жил өмнө
parent
commit
944fbce347

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -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>

+ 1 - 0
platform/macos/os_macos.h

@@ -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();
 

+ 6 - 0
platform/macos/os_macos.mm

@@ -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;

+ 2 - 2
servers/rendering_server.cpp

@@ -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);