Apply S3TC Android/iOS fix to GLES3

(cherry picked from commit 4abe07c811)
This commit is contained in:
Markus 2022-07-11 12:12:17 +02:00 committed by Rémi Verschelde
parent a4ca649d52
commit 375d9905b5
1 changed files with 6 additions and 0 deletions

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@ -8062,6 +8062,12 @@ void RasterizerStorageGLES3::initialize() {
config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float"); config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported; config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
// If the desktop build is using S3TC, and you export / run from the IDE for android, if the device supports
// S3TC it will crash trying to load these textures, as they are not exported in the APK. This is a simple way
// to prevent Android devices trying to load S3TC, by faking lack of hardware support.
#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
config.s3tc_supported = false;
#endif
#endif #endif
// not yet detected on GLES3 (is this mandated?) // not yet detected on GLES3 (is this mandated?)