This resolves the out of bounds read/writes in the linear swizzler, it brings back the scaled TOTK Recall bug however, pending further work in the block size calculation.
Recall is not glitched in the Dynamic FPS resolution mod to the degree that it is in the native yuzu scaler, this can be a workaround for the time being.
The recall effect is constructed from multiple 320x180 texture slices, it breaking may have a similar origin to https://github.com/Ryujinx/Ryujinx/pull/5640
but it may also be connected to the other deficiencies identified in the Yuzu size calculations, such as no apparent implementation of slice testing for end of slce depth as opposed to full aligned size as implemented in https://github.com/Ryujinx/Ryujinx/pull/5220
Fixed an error on my part, in the last change I had mistakenly passed unadjusted block info into FullUploadSwizzles and UnswizzleImage
Revert (my mistaken changing of) the construction of SwizzleParameters in UnswizzleImage and FullUploadSwizzles to use level_info.block instead of info.block. This ensures that the block information used in the swizzling process is correctly adjusted for each mip level.
The If block in this change was causing some 2D textures to be treated as if their mip 0 was a 3D Slice, this could be ascertained as the same texture viewed from different distances would render fine, but then close up would look like a decoding failure.
It also resulted in some 3D ASTC textures not being scaled appropriate leading to broken graphical effects such as the jagged TOTK recall animation being a circle, as the If block was only accepting the image based on its original info without any adjustments applied.
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
On the texture cache we handle multisampled images by keeping their real
size in samples (e.g. 1920x1080 with 4 samples is 3840x2160).
This works nicely with size matches and other comparisons, but the
calculation for guest sizes was not having this in mind, and the size
was being multiplied (again) by the number of samples per dimension.
For example a 3840x2160 texture cache image had its width and height
multiplied by 2, resulting in a much larger texture.
Fix this issue.
- Fixes performance regression on cooking related titles when an
unrelated bug was fixed.
Users may want to fall back to the CPU ASTC texture decoder due to hangs
and crashes that may be caused by keeping the GPU under compute heavy
loads for extended periods of time. This is especially the case in games
such as Astral Chain which make extensive use of ASTC textures.
* Wrong alignment in u64 LOG_DEBUG -> memcpy.
* Huge shift exponent in stride calculation for linear buffer, unused result -> skipped.
* Large shift in buffer cache if word = 0, skip checking for set bits.
Non of those were critical, so this should not change any behavior.
At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
This line can only ever be reached if src is null, so dereferencing it
here is a logic bug that slipped through.
Instead, we dereference dst instead which is guaranteed to be valid.
Amends implicit sign conversions occurring with usages of std::reduce
and also relocates it to its own utility function to reduce verbosity a
little bit.
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats.
This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.