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iOS: Fix multiple issues with PVRTC import, disable ETC1 #38076
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I'm not sure that it will work for master, so make PR for 3.2 branch. |
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Loading textures on iOS using GLES2 is still an issue. Is there a plan to merge this fix? |
+1 this is a big one for my project. |
@akien-mga I have cherry picked it to our 3.2.2 fork and it does seem to fix the GLES2 loading resource issue in iOS |
bool resize_to_po2 = false; | ||
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if (p_compress_mode == COMPRESS_VIDEO_RAM && p_force_po2_for_compressed && (p_mipmaps || p_texture_flags & Texture::FLAG_REPEAT)) { | ||
resize_to_po2 = true; | ||
f->store_16(next_power_of_2(p_image->get_width())); | ||
f->store_16(p_image->get_width()); | ||
f->store_16(next_power_of_2(p_image->get_height())); | ||
f->store_16(p_image->get_height()); | ||
} else { | ||
f->store_16(p_image->get_width()); | ||
f->store_16(0); | ||
f->store_16(p_image->get_height()); | ||
f->store_16(0); | ||
} | ||
f->store_32(p_texture_flags); |
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These are the only changes I'm not confident with as they impact all formats, so I want @reduz to review this more closely.
The rest of the changes seem good though (with some obvious bugfixes like in drivers/gles2
or platform/iphone/export/export.cpp
), so I'd suggest splitting the texture importer change to a dedicated PR and remove it here, so that the rest can be merged first.
Pretty good changes overall, thanks for your work and sorry for the late review.
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Rebased to remove the unrelated CHANGELOG conflict, and made the commit log a bit more explicit. Could you check if the issues referenced as fixed by this PR are still all fixed, or if some of them are fixed by #42118 instead (or only fixed once both are merged)? |
editor/editor_export.cpp
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String driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name"); | ||
bool driver_fallback = ProjectSettings::get_singleton()->get("rendering/quality/driver/fallback_to_gles2"); | ||
bool etc_supported = ProjectSettings::get_singleton()->get("rendering/vram_compression/import_etc"); |
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I guess etc_supported
is not relevant for iOS (and now disabled by platform/iphone/export/export.cpp
changes), so maybe it can be removed from the checks / error messages?
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Yes, I think so
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I pushed an amend that removes the etc_supported
check.
@akien-mga |
Fixes: godotengine#28683, godotengine#28621, godotengine#28596 and maybe others For iOS we enable pvrtc feature by default for both GLES2/GLES3 Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc ability detection in GLES2 driver. Fixed pvrtc encoding procedure.
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Looks great to me. I can't really assess the modules/pvr/texture_loader_pvr.cpp
changes but I trust that you tested them and that they make things work as they should. The rest is 👍
Fixes: godotengine#28683, godotengine#28621, godotengine#28596 and maybe others For iOS we enable pvrtc feature by default for all backends Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc encoding procedure. Edit by Akien: Forward-ported from godotengine#38076, this may not make sense as is for Godot 4.0, but it's important that we have the latest code in sync with 3.2 for when more rendering backends and proper iOS support are added back. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
I forward-ported the relevant changes for the |
As most users dont go iOS out of the box, I think disabling PVRTC by default is likely the best idea, and only enable it if you are planning to export to iOS. |
@reduz this PR don't change default enabled compressed textures formats. So PVRTC will be disabled until user enabled it. |
Yes @reduz seems to have misinterpreted the code, this doesn't change the fact that PVRTC is off by default (but it should be toggled on if you want to target iOS with GLES2, just like ETC1 needs to be toggled on manually if you want to target Android with GLES2). |
Thanks! |
Fixes: godotengine#28683, godotengine#28621, godotengine#28596 and maybe others For iOS we enable pvrtc feature by default for all backends Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc encoding procedure. Edit by Akien: Forward-ported from godotengine#38076, this may not make sense as is for Godot 4.0, but it's important that we have the latest code in sync with 3.2 for when more rendering backends and proper iOS support are added back. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
and some other VRAM compression formats.
For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
Compressed stream texture now saves right image dimensions for every compression format.
Also it allows to compressor resize image on it's side to make it more optimized.
So ETC1 format becames smaller then before. Pvrtc format always saves square texture.
Bugsquad edit: closes #28683, closes #28621, closes #28596 and maybe others
For #38040 and #35851, the fix has been moved to #42118.