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authorlawnjelly <lawnjelly@gmail.com>2019-09-20 09:45:51 +0100
committerlawnjelly <lawnjelly@gmail.com>2019-09-22 15:38:20 +0100
commitf5365aa0e12fe0ba2acb60a3fcb99126e0428b93 (patch)
tree689e8ff3c92d425a817b27960bea240f1509dca7 /drivers/gles2/rasterizer_storage_gles2.h
parent2add51d0823fe2ef7cb439a6f3fae17e8dd4717f (diff)
Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.h')
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index d139697b86..e6cdcac59f 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -60,7 +60,9 @@ public:
bool shrink_textures_x2;
bool use_fast_texture_filter;
+ bool use_skeleton_software;
+ int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;