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It turns out the reason this function was having so many overread issues was because our row copies were wrong - for compressed images we also need to reduce the row count based on the block size, similar to what we already do for pitch calculation - these copies are byte copies, not pixel copies! |
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| .. | ||
| compile_shaders.bat | ||
| compile_shaders_xbox.bat | ||
| D3D12_Blit.h | ||
| D3D_Blit.hlsl | ||
| SDL_gpu_d3d12.c | ||