Revert "Disable VRAM compression by default for small textures in Detect 3D"
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parent
b4804a2d3f
commit
15837ec191
4 changed files with 19 additions and 47 deletions
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@ -1250,9 +1250,6 @@ ProjectSettings::ProjectSettings() {
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GLOBAL_DEF_INTERNAL("application/config/features", PackedStringArray());
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GLOBAL_DEF_INTERNAL("application/config/features", PackedStringArray());
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GLOBAL_DEF_INTERNAL("internationalization/locale/translation_remaps", PackedStringArray());
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GLOBAL_DEF_INTERNAL("internationalization/locale/translation_remaps", PackedStringArray());
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GLOBAL_DEF_INTERNAL("internationalization/locale/translations", PackedStringArray());
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GLOBAL_DEF_INTERNAL("internationalization/locale/translations", PackedStringArray());
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GLOBAL_DEF("rendering/textures/vram_compression/minimum_size", 512);
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custom_prop_info["rendering/textures/vram_compression/minimum_size"] = PropertyInfo(Variant::INT, "rendering/textures/vram_compression/minimum_size", PROPERTY_HINT_RANGE, "16,16384,1");
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}
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}
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ProjectSettings::~ProjectSettings() {
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ProjectSettings::~ProjectSettings() {
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@ -1933,11 +1933,6 @@
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
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If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
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[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]).
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[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]).
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</member>
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</member>
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<member name="rendering/textures/vram_compression/minimum_size" type="int" setter="" getter="" default="512">
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When a texture is detected as used in 3D in the editor, only enable VRAM compression if its size is greater than or equal to [code]minimum_size * minimum_size[/code] pixels. This is done to prevent reducing texture quality when it doesn't save much video memory, especially for pixel art.
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For non-square textures, the pixel count is used. For example, with [member rendering/textures/vram_compression/minimum_size] set to [code]512[/code], a 512×512 texture will use VRAM compression, while 256×256 textures, 256×512 and 1024×64 textures will keep their existing compression mode (Lossless by default).
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[b]Note:[/b] This project setting only affects textures that are detected to be used in 3D at a given time. Textures that were already imported will not be affected by changes to this setting. To force 3D detection to occur again, select a texture in the FileSystem dock, change its Detect 3D import option in the Import dock to [b]VRAM Compressed[/b] or [b]Basis Universal[/b] then click [b]Reimport[/b].
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</member>
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<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
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<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
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</member>
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</member>
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<member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
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<member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
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@ -65,15 +65,6 @@ void ResourceImporterTexture::_texture_reimport_3d(const Ref<CompressedTexture2D
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}
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}
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singleton->make_flags[path].flags |= MAKE_3D_FLAG;
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singleton->make_flags[path].flags |= MAKE_3D_FLAG;
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// For small textures, don't use VRAM compression as it decreases quality too much compared to the memory saved.
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// The minimum size for VRAM compression is defined on each axis.
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// It is then squared to handle non-square input texture sizes in a more human-readable manner.
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const float minimum_size = float(GLOBAL_GET("rendering/textures/vram_compression/minimum_size"));
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if (p_tex->get_width() * p_tex->get_height() >= int(Math::pow(minimum_size, 2.0f) - CMP_EPSILON)) {
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// Texture is larger than `minimum_size × minimum_size` pixels (if square).
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singleton->make_flags[path].flags |= MAKE_VRAM_COMPRESS_FLAG;
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}
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}
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}
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void ResourceImporterTexture::_texture_reimport_normal(const Ref<CompressedTexture2D> &p_tex) {
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void ResourceImporterTexture::_texture_reimport_normal(const Ref<CompressedTexture2D> &p_tex) {
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@ -112,33 +103,7 @@ void ResourceImporterTexture::update_imports() {
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bool changed = false;
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bool changed = false;
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if (E.value.flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) {
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if (E.value.flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0) {
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if (E.value.flags & MAKE_VRAM_COMPRESS_FLAG) {
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// Texture is large enough to benefit from VRAM compression.
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const int compress_to = cf->get_value("params", "detect_3d/compress_to");
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String compress_string;
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if (compress_to == 1) {
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cf->set_value("params", "compress/mode", COMPRESS_VRAM_COMPRESSED);
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compress_string = "VRAM Compressed (S3TC/ETC/BPTC)";
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} else if (compress_to == 2) {
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cf->set_value("params", "compress/mode", COMPRESS_BASIS_UNIVERSAL);
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compress_string = "Basis Universal";
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}
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print_line(vformat(TTR("%s: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to %s."), String(E.key), compress_string));
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} else {
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print_line(vformat(TTR("%s: Small texture detected as used in 3D. Enabling mipmap generation but not VRAM compression."), String(E.key)));
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}
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cf->set_value("params", "mipmaps/generate", true);
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cf->set_value("params", "detect_3d/compress_to", 0);
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changed = true;
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}
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if (E.value.flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0 && int(cf->get_value("params", "compress/mode")) != COMPRESS_LOSSLESS) {
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// Normal map compression is not available for textures with Lossless compression.
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// This is ignored in the importer, but printing a message about normal map compression
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// being enabled in this case is misleading.
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print_line(vformat(TTR("%s: Texture detected as used as a normal map in 3D. Enabling red-green texture compression to reduce memory usage (blue channel is discarded)."), String(E.key)));
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print_line(vformat(TTR("%s: Texture detected as used as a normal map in 3D. Enabling red-green texture compression to reduce memory usage (blue channel is discarded)."), String(E.key)));
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cf->set_value("params", "compress/normal_map", 1);
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cf->set_value("params", "compress/normal_map", 1);
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changed = true;
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changed = true;
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@ -151,6 +116,22 @@ void ResourceImporterTexture::update_imports() {
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changed = true;
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changed = true;
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}
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}
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if (E.value.flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) {
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const int compress_to = cf->get_value("params", "detect_3d/compress_to");
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String compress_string;
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cf->set_value("params", "detect_3d/compress_to", 0);
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if (compress_to == 1) {
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cf->set_value("params", "compress/mode", COMPRESS_VRAM_COMPRESSED);
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compress_string = "VRAM Compressed (S3TC/ETC/BPTC)";
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} else if (compress_to == 2) {
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cf->set_value("params", "compress/mode", COMPRESS_BASIS_UNIVERSAL);
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compress_string = "Basis Universal";
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}
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print_line(vformat(TTR("%s: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to %s."), String(E.key), compress_string));
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cf->set_value("params", "mipmaps/generate", true);
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changed = true;
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}
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if (changed) {
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if (changed) {
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cf->save(src_path);
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cf->save(src_path);
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to_reimport.push_back(E.key);
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to_reimport.push_back(E.key);
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@ -54,9 +54,8 @@ public:
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protected:
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protected:
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enum {
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enum {
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MAKE_3D_FLAG = 1,
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MAKE_3D_FLAG = 1,
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MAKE_VRAM_COMPRESS_FLAG = 2,
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MAKE_ROUGHNESS_FLAG = 2,
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MAKE_ROUGHNESS_FLAG = 4,
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MAKE_NORMAL_FLAG = 4
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MAKE_NORMAL_FLAG = 8,
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};
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};
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Mutex mutex;
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Mutex mutex;
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