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comp: Only use dedicated allocation when supported/preferred

This fixes an issue observed on tegra where depth textures are required to not use dedicated allocation.

The decisive lines here are

GLint dedicated = xscn->images[i].use_dedicated_allocation ? GL_TRUE : GL_FALSE;
glMemoryObjectParameterivEXT(sc->memory[i], GL_DEDICATED_MEMORY_OBJECT_EXT, &dedicated);

because it was observed that importing the vulkan texture with the wrong dedicated/not dedicated model would cause OpenGL depth attachment to not work / be corrupted and break all rendering that uses depth testing.

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