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Apply S3TC Android/iOS fix to GLES3

Markus 3 年之前
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4abe07c811
共有 1 個文件被更改,包括 7 次插入0 次删除
  1. 7 0
      drivers/gles3/rasterizer_storage_gles3.cpp

+ 7 - 0
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -8072,6 +8072,13 @@ void RasterizerStorageGLES3::initialize() {
 	config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear");
 	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;
+
+	// 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
 
 	// not yet detected on GLES3 (is this mandated?)