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Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now. This could be improved in the future if we want to properly support S3TC on mobile.
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@ -64,7 +64,14 @@ Config::Config() {
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#else
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float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
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etc2_supported = true;
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#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
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// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
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// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
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// For good measure we do the same hack for iOS, just in case.
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s3tc_supported = false;
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#else
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s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
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#endif
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rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
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#endif
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@ -290,9 +290,14 @@ bool Utilities::has_os_feature(const String &p_feature) const {
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return true;
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}
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#if !defined(ANDROID_ENABLED) && !defined(IPHONE_ENABLED)
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// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
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// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
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// For good measure we do the same hack for iOS, just in case.
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if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
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return true;
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}
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#endif
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if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
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return true;
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