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@@ -1039,7 +1039,7 @@ namespace bgfx { namespace gl
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;
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GLsizei size = (16*16*getBitsPerPixel(_format) )/8;
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- void* data = alloca(size);
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+ void* data = bx::alignPtr(alloca(size+16), 0, 16);
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if (isCompressed(_format) )
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{
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@@ -1554,7 +1554,10 @@ namespace bgfx { namespace gl
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s_textureFormat[TextureFormat::R8].m_fmt = GL_LUMINANCE;
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}
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- for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
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+ for (uint32_t ii = BX_ENABLED(BX_PLATFORM_IOS) ? TextureFormat::Unknown : 0 // skip test on iOS!
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+ ; ii < TextureFormat::Count
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+ ; ++ii
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+ )
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{
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if (TextureFormat::Unknown != ii
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&& TextureFormat::UnknownDepth != ii)
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