mirror of https://github.com/bjornbytes/lovr.git
Shader:sendImage only checks srgb flag for RGBA textures;
It doesn't need to check it for RGB and compressed textures because those are already rejected. It may also be a good idea to zero-out the srgb flag for formats that it doesn't apply to.
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@ -767,7 +767,7 @@ static void lovrGpuBindImage(Image* image, int slot, const char* name) {
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if (memcmp(state.images + slot, image, sizeof(Image))) {
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Texture* texture = image->texture;
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lovrAssert(texture, "No Texture bound to image uniform '%s'", name);
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lovrAssert(!texture->srgb, "Attempt to bind sRGB texture to image uniform '%s'", name);
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lovrAssert(texture->format != FORMAT_RGBA || !texture->srgb, "Attempt to bind sRGB texture to image uniform '%s'", name);
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lovrAssert(!isTextureFormatCompressed(texture->format), "Attempt to bind compressed texture to image uniform '%s'", name);
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lovrAssert(texture->format != FORMAT_RGB && texture->format != FORMAT_RGBA4 && texture->format != FORMAT_RGB5A1, "Unsupported texture format for image uniform '%s'", name);
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lovrAssert(image->mipmap < (int) texture->mipmapCount, "Invalid mipmap level '%d' for image uniform '%s'", image->mipmap, name);
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