Tested versions
current master @ 26cd27065
System information
Godot Engine v4.6.dev.custom_build.26cd27065 - macOS Sequoia (15.6.0) - Multi-window, 1 monitor - Metal (Forward+) - integrated Apple M4 Max (Apple9) - Apple M4 Max (16 threads) - 64.00 GiB memory
Issue description
according to @clayjohn :
Turns out we don't handle compressed textures properly in that function and we just read them as if they are laid out linearly in memory
As a result of this, the result of CompressedTexture2D::get_image() becomes non-deterministic if it's compressed and has mipmaps
Relevant PRs:
#108422
#111328
Steps to reproduce
Run the below MRP, observe stdout
Minimal reproduction project (MRP)
tex-non-deterministic-mrp.zip