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Fix Layered ASTC Textures
By adding the missing layer offset in ASTC compression.
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@ -1616,6 +1616,7 @@ namespace Tegra::Texture::ASTC {
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std::vector<uint8_t> Decompress(const uint8_t* data, uint32_t width, uint32_t height,
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uint32_t depth, uint32_t block_width, uint32_t block_height) {
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uint32_t blockIdx = 0;
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std::size_t depth_offset = 0;
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std::vector<uint8_t> outData(height * width * depth * 4);
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for (uint32_t k = 0; k < depth; k++) {
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for (uint32_t j = 0; j < height; j += block_height) {
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@ -1630,7 +1631,7 @@ std::vector<uint8_t> Decompress(const uint8_t* data, uint32_t width, uint32_t he
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uint32_t decompWidth = std::min(block_width, width - i);
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uint32_t decompHeight = std::min(block_height, height - j);
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uint8_t* outRow = outData.data() + (j * width + i) * 4;
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uint8_t* outRow = depth_offset + outData.data() + (j * width + i) * 4;
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for (uint32_t jj = 0; jj < decompHeight; jj++) {
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memcpy(outRow + jj * width * 4, uncompData + jj * block_width, decompWidth * 4);
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}
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@ -1638,6 +1639,7 @@ std::vector<uint8_t> Decompress(const uint8_t* data, uint32_t width, uint32_t he
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blockIdx++;
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}
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}
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depth_offset += height * width * 4;
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}
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return outData;
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