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.
This commit is contained in:
PixelyIon 2022-05-09 15:42:18 +05:30
parent 018df355f0
commit 56c9b03843

View File

@ -99,9 +99,9 @@ namespace skyline::gpu::texture {
}
if (surfaceHeightLines % robHeight != 0) {
blockHeight = (util::AlignUp(surfaceHeightLines, GobHeight) - (surfaceHeightRobs * robHeight)) / GobHeight; // Calculate the amount of Y GOBs which aren't padding
u32 surfaceHeightLinesCeil{util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight})};
deswizzleRob(linearRob, std::true_type{}, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight), surfaceHeightLinesCeil - util::AlignDown(surfaceHeightLinesCeil, GobHeight));
u32 robOffsetLines{surfaceHeightRobs * robHeight};
blockHeight = (util::AlignUp(surfaceHeightLines, GobHeight) - robOffsetLines) / GobHeight; // Calculate the amount of Y GOBs which aren't padding
deswizzleRob(linearRob, std::true_type{}, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight), util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight}) - robOffsetLines);
}
}