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Compute texture alignment for transfers using the LCM instead.

This commit is contained in:
Dario
2025-07-24 14:08:45 -03:00
parent e0603aeda3
commit 4af0734a77

View File

@@ -1391,13 +1391,33 @@ uint32_t RenderingDevice::_texture_layer_count(Texture *p_texture) const {
}
}
uint32_t greatest_common_denominator(uint32_t a, uint32_t b) {
// Euclidean algorithm.
uint32_t t;
while (b != 0) {
t = b;
b = a % b;
a = t;
}
return a;
}
uint32_t least_common_multiple(uint32_t a, uint32_t b) {
if (a == 0 || b == 0) {
return 0;
}
return (a / greatest_common_denominator(a, b)) * b;
}
uint32_t RenderingDevice::_texture_alignment(Texture *p_texture) const {
uint32_t alignment = get_compressed_image_format_block_byte_size(p_texture->format);
if (alignment == 1) {
alignment = get_image_format_pixel_size(p_texture->format);
}
return STEPIFY(alignment, driver->api_trait_get(RDD::API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT));
return least_common_multiple(alignment, driver->api_trait_get(RDD::API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT));
}
Error RenderingDevice::_texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_immediate_flush) {