Merge pull request #24575 from nekomatata/android-curve-texture

Fixed CurveTexture with GLES3 on Android
This commit is contained in:
Rémi Verschelde 2019-01-04 15:31:08 +01:00 committed by GitHub
commit 99c4faf837
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2 changed files with 23 additions and 0 deletions

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@ -632,6 +632,25 @@ void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
}
#ifndef GLES_OVER_GL
switch (p_format) {
case Image::Format::FORMAT_RF:
case Image::Format::FORMAT_RGF:
case Image::Format::FORMAT_RGBF:
case Image::Format::FORMAT_RGBAF:
case Image::Format::FORMAT_RH:
case Image::Format::FORMAT_RGH:
case Image::Format::FORMAT_RGBH:
case Image::Format::FORMAT_RGBAH: {
if (!config.texture_float_linear_supported) {
// disable linear texture filtering when not supported for float format on some devices (issue #24295)
p_flags &= ~VS::TEXTURE_FLAG_FILTER;
}
} break;
default: {}
}
#endif
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->width = p_width;
@ -7671,11 +7690,13 @@ void RasterizerStorageGLES3::initialize() {
config.etc2_supported = false;
config.s3tc_supported = true;
config.rgtc_supported = true; //RGTC - core since OpenGL version 3.0
config.texture_float_linear_supported = true;
#else
config.etc2_supported = true;
config.hdr_supported = false;
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear");
#endif
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");

View File

@ -87,6 +87,8 @@ public:
bool srgb_decode_supported;
bool texture_float_linear_supported;
bool use_rgba_2d_shadows;
float anisotropic_level;