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Fix GLES2 skinning where VERTEX_TEXTURE not supported #32252

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merged 1 commit into from Sep 22, 2019

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lawnjelly commented Sep 22, 2019

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 support float texture but not reading texture during vertex shader.

Fixes one of the three (!) issues in #28298.

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.
@lawnjelly lawnjelly requested a review from reduz as a code owner Sep 22, 2019
@YeldhamDev YeldhamDev added this to the 3.2 milestone Sep 22, 2019
@akien-mga akien-mga merged commit 6149ed0 into godotengine:master Sep 22, 2019
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akien-mga commented Sep 22, 2019

Thanks!

@lawnjelly lawnjelly deleted the lawnjelly:skin-fix branch Oct 2, 2019
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