Closed luciusponto closed 6 months ago
Running the MRP prints the following error:
ERROR: GL ERROR: Source: OpenGL Type: Error ID: 1 Severity: High Message: GL_INVALID_ENUM in glCompressedTexImage2D(target=GL_TEXTURE_2D_ARRAY)
at: _gl_debug_print (drivers/gles3/rasterizer_gles3.cpp:181)
This would be good for someone to investigate with a little bit of OpenGL knowledge. We should be using glCompressedTexImage3D()
for TextureArrays
I am investigating this issue now, but I am new to the community.
The problem I am facing now is that I couldn't get the IDE print this Error message,
ERROR: GL ERROR: Source: OpenGL Type: Error ID: 1 Severity: High Message: GL_INVALID_ENUM in glCompressedTexImage2D(target=GL_TEXTURE_2D_ARRAY)
at: _gl_debug_print (drivers/gles3/rasterizer_gles3.cpp:181)
Would anyone mind helping me on how to enter this section of code? Already set the project properly in Visual Studio, and breakpoint works in the main.cpp, but the breakpoints do not work in the rasterizer_gles3.cpp section.
@CuptainTeamo Hi. I'm also somewhat new to Godot. I didn't know about the message until I read clayjohn's comment above. I found out just now that if I go into Project Settings/General/Debug/Settings and check verbose_stdout, then the message shows when I run the project.
Running the MRP prints the following error:
ERROR: GL ERROR: Source: OpenGL Type: Error ID: 1 Severity: High Message: GL_INVALID_ENUM in glCompressedTexImage2D(target=GL_TEXTURE_2D_ARRAY) at: _gl_debug_print (drivers/gles3/rasterizer_gles3.cpp:181)
This would be good for someone to investigate with a little bit of OpenGL knowledge. We should be using
glCompressedTexImage3D()
for TextureArrays
@clayjohn @luciusponto The problem I found is in the texture_storage.cpp, around line 1505
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
This line of code should be modified similarly with the code below
if (p_initialize) {
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0, format, type, nullptr);
}
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
Because the glCompressedTexImage3D can work with the GL_TEXTURE_2D_ARRAY, but glCompressedTexImage2D cannot work with that.
This is the code I modified The Issue I face now is that when calling the function, it will give me an error that the Image size is invalid.
prepared draft MR to share progress. need more time to investigate. current solution breaks forward renderer. https://github.com/godotengine/godot/pull/91508
nevermind, just had to refresh image to reload image correctly in other profile.
so fix works for all profiles. However, question:
@semensanyok Hi, does this fix work for you? I tried to follow your changes to modify this
case FORMAT_BPTC_RGBA:
return 4; //btpc bc6h
Does it fix everything for you? Not working well for me, I am trying to figure out which part I get wrong.
@semensanyok Hi, does this fix work for you? I tried to follow your changes to modify this
case FORMAT_BPTC_RGBA: return 4; //btpc bc6h
Does it fix everything for you? Not working well for me, I am trying to figure out which part I get wrong.
there is also diff in drivers/gles3/storage/texture_storage.cpp in my PR (https://github.com/godotengine/godot/pull/91508), did you miss it by any chance? its not like your's
answering your question - yes it does, and switching layer in shader works for all profiles, loading all 4 layers for 4 textures correctly.
nope looks like its not fixed, cached version, keep looking. forward is broken currently by this draft
P.S. its wrong, 1 is correct value, forget this diff
@semensanyok
After modifying the code as you showed in your branch. I encounter this error when opening the demo project.
Do you have the same issue?
And the basis universal format is fixed, but the VRAM compressed is becoming to white.
@CuptainTeamo forget my current PR, its completely wrong. I'm preparing new solution. I will push it ASAP.
@CuptainTeamo @clayjohn fixed, review https://github.com/godotengine/godot/pull/91853 please
Hi. I tested the changes in the PR above with the min repro project and it seems to work well now, both in Compatibility and Forward+.
Tested versions
System information
Godot v4.3.dev5 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 Threads)
Issue description
In the compatibility renderer, textures imported as Texture2DArray seem only work if imported as: lossless, lossy, VRAM uncompressed. However, if imported as VRAM Compressed or Basis Universal, they display as black both in the inspector as well as when used in scene materials.
This issue does no occur with the Forward+ or Mobile renderers.
Steps to reproduce
Open repro project, check main scene
Minimal reproduction project (MRP)
CompatTextArrayTest.zip