Keep certain assets uncompressed on Android export
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a3890594fa
commit
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1 changed files with 58 additions and 3 deletions
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@ -231,6 +231,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
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void _fix_manifest(Vector<uint8_t>& p_manifest, bool p_give_internet);
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void _fix_resources(Vector<uint8_t>& p_manifest);
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static Error save_apk_file(void *p_userdata,const String& p_path, const Vector<uint8_t>& p_data,int p_file,int p_total);
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static bool _should_compress_asset(const String& p_path);
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protected:
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@ -1001,7 +1002,7 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
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NULL,
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0,
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NULL,
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Z_DEFLATED,
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_should_compress_asset(p_path) ? Z_DEFLATED : 0,
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Z_DEFAULT_COMPRESSION);
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@ -1012,6 +1013,56 @@ Error EditorExportPlatformAndroid::save_apk_file(void *p_userdata,const String&
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}
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bool EditorExportPlatformAndroid::_should_compress_asset(const String& p_path) {
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/*
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* By not compressing files with little or not benefit in doing so,
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* a performance gain is expected at runtime. Moreover, if the APK is
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* zip-aligned, assets stored as they are can be efficiently read by
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* Android by memory-mapping them.
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*/
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// -- Unconditional uncompress to mimic AAPT plus some other
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static const char* unconditional_compress_ext[] = {
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// From https://github.com/android/platform_frameworks_base/blob/master/tools/aapt/Package.cpp
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// These formats are already compressed, or don't compress well:
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".jpg", ".jpeg", ".png", ".gif",
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".wav", ".mp2", ".mp3", ".ogg", ".aac",
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".mpg", ".mpeg", ".mid", ".midi", ".smf", ".jet",
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".rtttl", ".imy", ".xmf", ".mp4", ".m4a",
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".m4v", ".3gp", ".3gpp", ".3g2", ".3gpp2",
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".amr", ".awb", ".wma", ".wmv",
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// Godot-specific:
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".webp", // Same reasoning as .png
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".cfb", // Don't let small config files slow-down startup
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// Trailer for easier processing
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NULL
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};
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for (const char** ext=unconditional_compress_ext; *ext; ++ext) {
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if (p_path.to_lower().ends_with(String(*ext))) {
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return false;
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}
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}
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// -- Compressed resource?
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FileAccess *f=FileAccess::open(p_path,FileAccess::READ);
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ERR_FAIL_COND_V(!f,true);
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uint8_t header[4];
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f->get_buffer(header,4);
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if (header[0]=='R' && header[1]=='S' && header[2]=='C' && header[3]=='C') {
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// Already compressed
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return false;
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}
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// --- TODO: Decide on texture resources according to their image compression setting
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return true;
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}
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Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_debug, int p_flags) {
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@ -1137,6 +1188,10 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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print_line("ADDING: "+file);
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if (!skip) {
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// Respect decision on compression made by AAPT for the export template
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const bool uncompressed = info.compression_method == 0;
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zipOpenNewFileInZip(apk,
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file.utf8().get_data(),
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NULL,
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@ -1145,7 +1200,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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NULL,
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0,
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NULL,
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Z_DEFLATED,
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uncompressed ? 0 : Z_DEFLATED,
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Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(apk,data.ptr(),data.size());
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@ -1243,7 +1298,7 @@ Error EditorExportPlatformAndroid::export_project(const String& p_path, bool p_d
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NULL,
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0,
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NULL,
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Z_DEFLATED,
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0, // No compress (little size gain and potentially slower startup)
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Z_DEFAULT_COMPRESSION);
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zipWriteInFileInZip(apk,clf.ptr(),clf.size());
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