godot/core/os
Juan Linietsky 28f51ba547 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.
2023-01-30 15:53:23 +01:00
..
keyboard.cpp Cleanup and unify keyboard input. 2023-01-23 15:08:12 +02:00
keyboard.h Remove unused SUPER_L/R constants. 2023-01-25 14:22:28 +02:00
main_loop.cpp
main_loop.h
memory.cpp
memory.h
midi_driver.cpp
midi_driver.h
mutex.cpp
mutex.h Booleanize various sync primitives' wait & locking methods 2023-01-27 11:15:30 +01:00
os.cpp Refactor high quality texture import 2023-01-30 15:53:23 +01:00
os.h Refactor high quality texture import 2023-01-30 15:53:23 +01:00
pool_allocator.cpp
pool_allocator.h
rw_lock.h Fix code style and consistency of RWLock and Semaphore 2023-01-27 18:45:25 +01:00
SCsub
semaphore.h Fix code style and consistency of RWLock and Semaphore 2023-01-27 18:45:25 +01:00
spin_lock.h
thread_safe.h
thread.cpp
thread.h
threaded_array_processor.h
time_enums.h
time.cpp
time.h