fix compatibility gles3 driver load of compressed layered GL_TEXTURE_2D_ARRAY

This commit is contained in:
semensanyok 2024-05-12 01:14:13 +02:00
parent bdc0316217
commit 07c15ef3c8

View file

@ -1495,14 +1495,18 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
if (compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
int bw = w;
int bh = h;
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
if (texture->target == GL_TEXTURE_2D_ARRAY) {
if (p_initialize) {
glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0,
size * texture->layers, &read[ofs]);
} else {
glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, internal_format, size, &read[ofs]);
}
} else {
glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]);
}
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->target == GL_TEXTURE_2D_ARRAY) {