[angle] Cherry-pick compressed tex depth stride fix.

This commit is contained in:
Moonchild 2021-02-05 18:40:41 +00:00 committed by roytam1
commit 8fe6e9636d

View file

@ -863,13 +863,22 @@ gl::ErrorOrResult<GLuint> InternalFormat::computeDepthPitch(GLenum formatType,
GLint rowLength,
GLint imageHeight) const
{
GLuint rows =
(imageHeight > 0 ? static_cast<GLuint>(imageHeight) : static_cast<GLuint>(height));
CheckedNumeric<GLuint> pixelsHeight(imageHeight > 0 ? static_cast<GLuint>(imageHeight)
: static_cast<GLuint>(height));
CheckedNumeric<GLuint> rowCount;
if (compressed) {
CheckedNumeric<GLuint> checkedBlockHeight(compressedBlockHeight);
rowCount = (pixelsHeight + checkedBlockHeight - 1u) / checkedBlockHeight;
} else {
rowCount = pixelsHeight;
}
GLuint rowPitch = 0;
ANGLE_TRY_RESULT(computeRowPitch(formatType, width, alignment, rowLength), rowPitch);
CheckedNumeric<GLuint> checkedRowPitch(rowPitch);
auto depthPitch = checkedRowPitch * rows;
auto depthPitch = checkedRowPitch * rowCount;
ANGLE_TRY_CHECKED_MATH(depthPitch);
return depthPitch.ValueOrDie();
}