VideoCommon: Fix OpenGL ES GPU texture decoding
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498c06b85a
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724bd3e597
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@ -602,7 +602,7 @@ uint GetTiledTexelOffset(uint2 block_size, uint2 coords)
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{
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uint2 block = coords / block_size;
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uint2 offset = coords % block_size;
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uint buffer_pos = 0;
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uint buffer_pos = 0u;
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * (block_size.x * block_size.y);
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buffer_pos += offset.y * block_size.x;
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@ -672,7 +672,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// the size of the buffer elements.
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uint2 block = coords.xy / 8u;
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uint2 offset = coords.xy % 8u;
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uint buffer_pos = 0;
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uint buffer_pos = 0u;
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * 32u;
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buffer_pos += offset.y * 4u;
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@ -810,7 +810,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// for the entire block, then the GB channels afterwards.
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uint2 block = coords.xy / 4u;
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uint2 offset = coords.xy % 4u;
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uint buffer_pos = 0;
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uint buffer_pos = 0u;
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// Our buffer has 16-bit elements, so the offsets here are half what they would be in bytes.
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buffer_pos += block.y * u_src_row_stride;
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@ -874,7 +874,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// Calculate tiled block coordinates.
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uint2 tile_block_coords = block_coords / 2u;
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uint2 subtile_block_coords = block_coords % 2u;
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uint buffer_pos = 0;
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uint buffer_pos = 0u;
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buffer_pos += tile_block_coords.y * u_src_row_stride;
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buffer_pos += tile_block_coords.x * 4u;
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buffer_pos += subtile_block_coords.y * 2u;
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@ -960,7 +960,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// the size of the buffer elements.
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uint2 block = coords.xy / 8u;
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uint2 offset = coords.xy % 8u;
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uint buffer_pos = 0;
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uint buffer_pos = 0u;
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buffer_pos += block.y * u_src_row_stride;
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buffer_pos += block.x * 32u;
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buffer_pos += offset.y * 4u;
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