Video core: Fix pixelation/blockiness in textures.
This was caused during morton decoding by me not masking the bits of each coordinate before merging them, so the bits from x could set bits in y if it was >255.
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@ -333,9 +333,9 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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// arranged in a Z-order curve. More details on the bit manipulation at:
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// arranged in a Z-order curve. More details on the bit manipulation at:
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// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
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// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
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unsigned int i = (x | (y << 8)) & 0x0707; // ---- -210
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unsigned int i = (x & 7) | ((y & 7) << 8); // ---- -210
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i = (i ^ (i << 2)) & 0x1313; // ---2 --10
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i = (i ^ (i << 2)) & 0x1313; // ---2 --10
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i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
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i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
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i = (i | (i >> 7)) & 0x3F;
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i = (i | (i >> 7)) & 0x3F;
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if (info.format != Regs::TextureFormat::ETC1 &&
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if (info.format != Regs::TextureFormat::ETC1 &&
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