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GLCache: Use the full uncompressed size when blitting from one texture to another.
This avoids the problem of only copying a tiny piece of the textures when they are compressed.
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1 changed files with 6 additions and 3 deletions
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@ -1052,16 +1052,19 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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params.UpdateParams();
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if (config.tic.Width() % 8 != 0 || config.tic.Height() % 8 != 0 ||
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if (params.GetActualWidth() % 8 != 0 || params.GetActualHeight() % 8 != 0 ||
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params.stride != params.width) {
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Surface src_surface;
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MathUtil::Rectangle<u32> rect;
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std::tie(src_surface, rect) = GetSurfaceSubRect(params, ScaleMatch::Ignore, true);
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rect = rect.Scale(params.GetCompresssionFactor());
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params.res_scale = src_surface->res_scale;
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Surface tmp_surface = CreateSurface(params);
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BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle,
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tmp_surface->GetScaledRect(),
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auto dst_rect = tmp_surface->GetScaledRect().Scale(params.GetCompresssionFactor());
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BlitTextures(src_surface->texture.handle, rect, tmp_surface->texture.handle, dst_rect,
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SurfaceParams::GetFormatType(params.pixel_format), read_framebuffer.handle,
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draw_framebuffer.handle);
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