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texture_cache/util: Avoid relaxed image views on different bytes per pixel
Avoids API usage errors on UE4 titles leading to crashes.
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1 changed files with 9 additions and 1 deletions
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@ -1087,7 +1087,15 @@ std::optional<SubresourceBase> FindSubresource(const ImageInfo& candidate, const
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return std::nullopt;
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return std::nullopt;
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}
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}
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const ImageInfo& existing = image.info;
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const ImageInfo& existing = image.info;
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if (False(options & RelaxedOptions::Format)) {
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if (True(options & RelaxedOptions::Format)) {
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// Format checking is relaxed, but we still have to check for matching bytes per block.
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// This avoids creating a view for blits on UE4 titles where formats with different bytes
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// per block are aliased.
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if (BytesPerBlock(existing.format) != BytesPerBlock(candidate.format)) {
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return std::nullopt;
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}
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} else {
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// Format comaptibility is not relaxed, ensure we are creating a view on a compatible format
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if (!IsViewCompatible(existing.format, candidate.format, broken_views, native_bgr)) {
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if (!IsViewCompatible(existing.format, candidate.format, broken_views, native_bgr)) {
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return std::nullopt;
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return std::nullopt;
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}
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}
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