When importing images, we store a compressed version of the image to a .ctex file with ResourceImporterTexture::save_to_ctex_format. When importing many large images at once, this can use a large amount of memory, especially when the .ctex file uses WebP format.
This change is for ResourceImporterTexture::save_to_ctex_format to use the original Image object instead of p_image->get_image_from_mipmap(0), to avoid creating a copy of the full uncompressed image when looping through the base Image and mipmaps. This reduces the import memory usage for large images by around 10% when using WebP, and 35-40% when Project Settings/Rendering/Textures/Lossless Compression/Force PNG is enabled, may vary depending on the image and number of import threads running. Same change applied to PortableCompressedTexture2D::create_from_image, which has similar logic.
This helps with #92084, but does not fully resolve the issue on its own, as compressing with WebP on many threads can still use a large amount of memory - this just lowers that amount, and makes it more likely that enabling "Force PNG" will reduce memory usage enough to import the files.
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
* 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.
[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]
Enable compressed mip maps from Basis Universal for faster compressions.
Increase the quality of Basis to avoid corruption.
To keep compatibility use the first mip of the previous internal Godot format.
Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Fixes: #63840
Importers can export options conditional based on the resource path.
If an empty path is passed (as by the editor settings) filtering should not be done.
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.
The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
HDRI panoramas designed for realistic lighting can have extremely
bright suns, causing fireflies to appear in the environment reflection
(in addition to making environment lighting too bright when a
DirectionalLight3D is used).
This uses the Filament tonemapping formula.
- Display the source file path.
- Display the valid compression algorithms on desktop platforms.
- Use "desktop platforms" instead of "PC" to avoid ambiguity.
- Use "may" instead of "will", as desktop platforms can still sometimes
display ETC1/ETC2 textures depending on the GPU and drivers.
This pull request resolves an issue where images being imported with lossless compression allowed you to select a normal map, but the normal map only applies if you're using VRAM compression. Thereby making it redundant to appear when using lossless compression. This pull request hides the normal map option when lossless compression is selected.
Resolves: #59435
* Its not and will not be used for streaming.
* Streaming will be implemented in 4.1 and it will work different.
* It makes more sense to be called CompressedTexture since it imports and compresses texture files.
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
-Allows displaying custom options for specific file format variants
-Added support for scene format import to retrieve custom options
This PR is necessary for #54886 to be implemented properly.