Texture streaming (accidental copy) - #120326
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This change is to allow later import types for dds file like importing the DDS file as a streaming texture.
rendering via a SSBO buffer. This material feedback is merged and processed to determine the needed lod for each texture. New settings allow a system wide min/max lod selection as well as the ability to override these settings per-texture. Settings also allow constraining textures to a memory budget(when possible unless already at the minimum quality). The texture fitting algorithm tries to keep textures in memory if possible. It does a good job at using the memory budget. There is a new performance monitor to help visualize texture memory usage.
This adds a new method to the rendering server API, `texture_replace_compatible`, which is intended to be used when replacing a texture with another that is guaranteed to be compatible (same format, srgb, type etc). This allows renderers to implement a fast path for this case, which is used by the texture streaming system when replacing a texture with an updated version. This avoid expensive recreation and possible recompilation of pipelines.
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What is this PR for? The PR you are copying (#113429) isn't abandoned, and you haven't clarified anything or given any proper credit |
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I'll just go ahead and close this assuming it was a mistake and you meant to merge this into your own fork |
yes sorry haha thats right. Thanks for closing it quickly. |
So you developed texture streaming for Godot but don't wanna give it away for all 🫠! |
They didn't develop this this is just a mistake when merging the existing PR (#113429) into their fork |
I wish I was that smart for that lolll. But that pr has been working great so I hope to see it merged soon! |
Brings a texture streaming PR into Godot
Edit: Meant for personal fork and accidentally made a pr lol