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[WIP] Etcpak integration. #26886
[WIP] Etcpak integration. #26886
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I'll leave the errors with osx and mono for another day. Have a good weekend. |
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There was a question regarding how is etcpak's quality vs etc2comp. I'll try to get a few samples using a lossless source at some point. Currently busy. If anyone wants to try making comparisons, that'll work too. |
@fire any ideas when you will be ready to merge this? |
I am back from GDC SF. Can you do some mobile testing and tell me how it goes? |
Unfortunately luck has stranded me with a windows phone / my one plus 3t died last week otherwise I would |
Are you able to test anytime soon, I'd have to buy a phone or a hardware proxy. |
I'm in the same boat right now, I'll see what I can do; can't promise to be able to find a modern phone though. Any chance you could give me an .apk to test? Maybe even just pack a single scene with a few different images then I can send to various people to test it out. |
I've got a macbook / can test in the simulators to see what happens too, will also verify android studio simulator works, but will need to test on a real iPhone X & android 8.0, and 7.0. |
Use the material tester. |
@akien-mga How does Godot do third party licenses? Is there a guide to doing the documentation? |
@fire got a new android 8.0 phone will try and test it this week. Will let you know how it goes. |
If this supports etc1/2 decompression, we should also add support for it. |
It has a decode mode, so I should be able to get the raw data and convert it to a Godot Image instead of to a png. |
I looked into KTX and PVR support. @reduz Only the RGBA and RGB formats in ETCPAK are supported, which causes https://github.com/Ericsson/ETCPACK 's test images to crash the editor. So I kept the existing PVR support by copying the code. |
If a full KTX (maybe KTX2) / PVR importer is required, that's a separate endeavour. We'll have to start looking for a full format to bitmap / png converter. |
With the existing PVR importer I could open none of the test vectors at https://github.com/Ericsson/ETCPACK/tree/master/testing/testvectors_correct/pkm. |
@RevoluPowered I don't use Android devices, so I'm not sure of the workflow. It's probably best if you had the whole toolchain. I can wait. I can test on the iPhone, but the exact formats is different. |
Will try and do this on Saturday then since you don't have the toolchain |
There's a tutorial on generating them. |
@RevoluPowered @fire is referring to Compiling for Android :) |
Appreciate the link thank you. I did google but that article didn't show up in google, not sure why it's not indexed. Will do this tonight if I am free. |
Letting you know I'm working on this tonight and tomorrow, but it's taking an age to finish compiling the export templates for android. |
Checked it on android and textures 3-10 are broken in the material demo on android. Will post screenshots when I get my phone to run again |
I'll try on an Apple device. |
I can reproduce the problem, but debugging on the Apple device is easy to use, but difficult to setup. |
This patch is not quite ready, there's some patches to the third party library because of defines and the inability to get the points of the etc2 buffer. The debug templates take an exceptional amount of time to link on Windows.. Trying to check if this push fixes the problem. |
Nope it's not working, but there's a workflow to test it via the Android Studio Emulator. |
Going to leave this unfinished, since I ran out of time. |
I'll be free this weekend to help you out with testing this if you are able to find a fix? @fire |
Leaving this here as the pull request is salvageable, but I'm not working on it anymore. |
Key feature is performance.
Please try running with the https://godotengine.org/asset-library/asset/123 and try adding etc1 and etc2 export. Use -v on the editor for timing information.
I don't have a setup for phone so, I appreciate phone testing.
The module etc2comp is disabled in this branch.