Convert special case RGB10_A2 to RGBA8 when obtaining texture data

This commit is contained in:
binbitten 2018-01-18 16:59:25 +01:00
parent d0d511b0f8
commit 92473a9e9e
1 changed files with 24 additions and 1 deletions

View File

@ -876,11 +876,34 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSi
}
}
Image::Format img_format;
//convert special case RGB10_A2 to RGBA8 because it's not a supported image format
if (texture->gl_internal_format_cache == GL_RGB10_A2) {
img_format = Image::FORMAT_RGBA8;
uint32_t *ptr = (uint32_t *)wb.ptr();
uint32_t num_pixels = data_size / 4;
for (int ofs = 0; ofs < num_pixels; ofs++) {
uint32_t px = ptr[ofs];
uint32_t a = px >> 30 & 0xFF;
ptr[ofs] = (px >> 2 & 0xFF) |
(px >> 12 & 0xFF) << 8 |
(px >> 22 & 0xFF) << 16 |
(a | a << 2 | a << 4 | a << 6) << 24;
}
} else {
img_format = texture->format;
}
wb = PoolVector<uint8_t>::Write();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1 ? true : false, texture->format, data));
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1 ? true : false, img_format, data));
return Ref<Image>(img);
#else