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* Import: Cleanup and optimize etcpak compression methodRémi Verschelde2021-04-161-78/+0
| | | | | | | | | | Avoid unnecessary allocation of temporary buffers for each mip, and creates only one Image with the compressed data. Also renames variable and reorders code for clarity. Clarify that squish is now only used for decompression. Documented which formats can be decompressed in Image.
* Add `etcpak` library for faster ETC/ETC2/S3TC imports.K. S. Ernest (iFire) Lee2021-04-131-80/+0
| | | | | | | | | | | | - `etc` module was renamed to `etcpak` and modified to use the new library. - PKM importer is removed in the process, it's obsolete. - Old library `etc2comp` is removed. - S3TC compression no longer done via `squish` (but decompression still is). - Slight modifications to etcpak sources for MinGW compatibility, to fix LLVM `-Wc++11-narrowing` errors, and to allow using vendored or system libpng. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-3/+5
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-9/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-9/+6
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Rewritten StreamTexture for better code reuse, added basis universal supportJuan Linietsky2020-02-111-49/+13
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* Image: Include S3TC compression via Squish in non-tools buildRémi Verschelde2020-01-131-2/+0
| | | | | | | We already build Squish in templates build for S3TC decompression, so we can as well expose the compression feature. Fixes #25640.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner2019-08-121-2/+1
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* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-2/+2
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Build squish decompression in runtimeLeon Krause2018-11-281-2/+2
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* Fix Squish decompression, closes #18109Juan Linietsky2018-11-161-3/+4
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix mipmap levels not being initializedelasota2018-08-251-2/+2
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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-1/+1
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* Use cluster fit at higher quality levelselasota2018-08-221-1/+7
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* Fix Squish SSE misconfigurationelasota2018-08-211-6/+0
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* Added proper import support for 3D and Array texturesJuan Linietsky2018-08-061-2/+29
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Improve slang, especially in user-visible partsUnknown2017-12-051-1/+1
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+5
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-2/+7
| | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-0/+1
| | | | -Restored resource previews!
* many fixes to image loader, voxel cone tracing, etc.Juan Linietsky2017-06-021-2/+2
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-7/+12
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* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-261-44/+65
| | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
* Use libsquish to decompress DXT textures.Ferenc Arn2017-05-181-1/+41
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* Detect SSE/SSE2 for libsquish.Ferenc Arn2017-04-281-0/+6
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-25/+28
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-3/+2
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-5/+5
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-9/+9
| | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* squish: Move to a module and split thirdparty libRémi Verschelde2016-10-151-0/+92