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Fix I2M texture copies when line length is not a multiple of 4 (#2938)
* Fix I2M texture copies when line length is not a multiple of 4 * Do not copy padding bytes for 1D copies * Nit
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@ -99,9 +99,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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_isLinear = (argument & 1) != 0;
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_offset = 0;
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_size = (int)(state.LineLengthIn * state.LineCount);
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_size = (int)(BitUtils.AlignUp(state.LineLengthIn, 4) * state.LineCount);
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int count = BitUtils.DivRoundUp(_size, 4);
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int count = _size / 4;
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if (_buffer == null || _buffer.Length < count)
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{
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@ -171,7 +171,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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if (_isLinear && _lineCount == 1)
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{
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memoryManager.WriteTrackedResource(_dstGpuVa, data);
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memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn));
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_context.AdvanceSequence();
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}
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else
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@ -224,6 +224,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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memoryManager.Write(dstAddress, data[srcOffset]);
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}
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// All lines must be aligned to 4 bytes, as the data is pushed one word at a time.
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// If our copy length is not a multiple of 4, then we need to skip the padding bytes here.
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int misalignment = _lineLengthIn & 3;
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if (misalignment != 0)
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{
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srcOffset += 4 - misalignment;
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}
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}
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_context.AdvanceSequence();
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