[Fix] (MG_Util): GL_FLOAT_32_UNSIGNED_INT_24_8_REV is 8 bytes per pixel

The packed-type size table listed the D32F+S8 client format at 4 bytes,
so every GL_DEPTH32F_STENCIL8 upload copied only half its client data -
the top half of such textures stayed zero (packed_depth_stencil
verify_read_pixels/clear_buffer.depth32f_stencil8 now pass).
This commit is contained in:
BZLZHH
2026-07-31 18:43:30 -04:00
parent 282dd69230
commit 1fb0eb0737
+3 -1
View File
@@ -255,8 +255,10 @@ namespace MobileGL {
case TexturePixelDataType::UnsignedInt101111Rev:
case TexturePixelDataType::UnsignedInt5999Rev:
case TexturePixelDataType::UnsignedInt248:
case TexturePixelDataType::Float32UnsignedInt248Rev:
return 4;
case TexturePixelDataType::Float32UnsignedInt248Rev:
// A 32-bit float depth word followed by a 32-bit word holding stencil.
return 8;
default:
return 0;
}