Browse Source

Merge pull request #24651 from BastiaanOlij/fix_texture_get_data

Fix texture type not being initialised
Rémi Verschelde 6 years ago
parent
commit
ede4f9712d

+ 1 - 0
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -4104,6 +4104,7 @@ RID RasterizerStorageGLES2::render_target_create() {
 
 
 	Texture *t = memnew(Texture);
 	Texture *t = memnew(Texture);
 
 
+	t->type = VS::TEXTURE_TYPE_2D;
 	t->flags = 0;
 	t->flags = 0;
 	t->width = 0;
 	t->width = 0;
 	t->height = 0;
 	t->height = 0;

+ 1 - 0
drivers/gles2/rasterizer_storage_gles2.h

@@ -264,6 +264,7 @@ public:
 				alloc_width(0),
 				alloc_width(0),
 				alloc_height(0),
 				alloc_height(0),
 				format(Image::FORMAT_L8),
 				format(Image::FORMAT_L8),
+				type(VS::TEXTURE_TYPE_2D),
 				target(0),
 				target(0),
 				data_size(0),
 				data_size(0),
 				total_data_size(0),
 				total_data_size(0),

+ 3 - 1
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -1995,7 +1995,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			actions = &shaders.actions_particles;
 			actions = &shaders.actions_particles;
 			actions->uniforms = &p_shader->uniforms;
 			actions->uniforms = &p_shader->uniforms;
 		} break;
 		} break;
-		case VS::SHADER_MAX: break; // Can't happen, but silences warning
+		case VS::SHADER_MAX:
+			break; // Can't happen, but silences warning
 	}
 	}
 
 
 	Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
 	Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
@@ -7019,6 +7020,7 @@ RID RasterizerStorageGLES3::render_target_create() {
 
 
 	Texture *t = memnew(Texture);
 	Texture *t = memnew(Texture);
 
 
+	t->type = VS::TEXTURE_TYPE_2D;
 	t->flags = 0;
 	t->flags = 0;
 	t->width = 0;
 	t->width = 0;
 	t->height = 0;
 	t->height = 0;

+ 1 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -291,6 +291,7 @@ public:
 				width(0),
 				width(0),
 				height(0),
 				height(0),
 				format(Image::FORMAT_L8),
 				format(Image::FORMAT_L8),
+				type(VS::TEXTURE_TYPE_2D),
 				target(GL_TEXTURE_2D),
 				target(GL_TEXTURE_2D),
 				data_size(0),
 				data_size(0),
 				compressed(false),
 				compressed(false),