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Fix incorrect swizzling Y extent calculation
This calculation for the amount of lines on the Y axis relative to the start of the last block was wrong and would instead determine the amount of lines to the last Y-axis GOB which wasn't accurate when padding was considered, this resulted in titles like Celeste having broken texture decoding (on a 1922x1082 texture) for the last ROB as most pixels would be masked out.
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@ -99,9 +99,9 @@ namespace skyline::gpu::texture {
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if (surfaceHeightLines % robHeight != 0) {
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if (surfaceHeightLines % robHeight != 0) {
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blockHeight = (util::AlignUp(surfaceHeightLines, GobHeight) - (surfaceHeightRobs * robHeight)) / GobHeight; // Calculate the amount of Y GOBs which aren't padding
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u32 robOffsetLines{surfaceHeightRobs * robHeight};
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u32 surfaceHeightLinesCeil{util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight})};
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blockHeight = (util::AlignUp(surfaceHeightLines, GobHeight) - robOffsetLines) / GobHeight; // Calculate the amount of Y GOBs which aren't padding
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deswizzleRob(linearRob, std::true_type{}, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight), surfaceHeightLinesCeil - util::AlignDown(surfaceHeightLinesCeil, GobHeight));
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deswizzleRob(linearRob, std::true_type{}, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight), util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight}) - robOffsetLines);
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}
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}
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}
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}
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