Refactor high quality texture import

* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
This commit is contained in:
Juan Linietsky
2023-01-25 12:17:11 +01:00
parent 17a8597355
commit 28f51ba547
30 changed files with 457 additions and 265 deletions

View File

@@ -1626,7 +1626,7 @@ Vector2i DisplayServerWindows::ime_get_selection() const {
ImmGetCompositionStringW(wd.im_himc, GCS_COMPSTR, string, length);
int32_t utf32_cursor = 0;
for (int32_t i = 0; i < length / sizeof(wchar_t); i++) {
for (int32_t i = 0; i < length / int32_t(sizeof(wchar_t)); i++) {
if ((string[i] & 0xfffffc00) == 0xd800) {
i++;
}