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fix compatibility gles3 driver load of compressed layered GL_TEXTURE_2D_ARRAY
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@ -1495,14 +1495,18 @@ void TextureStorage::_texture_set_data(RID p_texture, const Ref<Image> &p_image,
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for (int i = 0; i < mipmaps; i++) {
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int size, ofs;
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img->get_mipmap_offset_and_size(i, ofs, size);
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if (compressed) {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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int bw = w;
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int bh = h;
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glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
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if (texture->target == GL_TEXTURE_2D_ARRAY) {
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if (p_initialize) {
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glCompressedTexImage3D(GL_TEXTURE_2D_ARRAY, i, internal_format, w, h, texture->layers, 0,
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size * texture->layers, &read[ofs]);
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} else {
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glCompressedTexSubImage3D(GL_TEXTURE_2D_ARRAY, i, 0, 0, p_layer, w, h, 1, internal_format, size, &read[ofs]);
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}
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} else {
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glCompressedTexImage2D(blit_target, i, internal_format, w, h, 0, size, &read[ofs]);
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}
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} else {
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (texture->target == GL_TEXTURE_2D_ARRAY) {
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