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wgpu: Fix pixel copying when processing pixebender output

Open SuchAFuriousDeath opened this issue 1 month ago • 1 comments

Fixes the game mentioned at #12460 ('The End') for me and makes it playable (without the changes, a RangeError is thrown. However, the issue also mentions a separate error that does not occur for me (PR probably upcoming on that one too).

The texture format is Rgba32Float for both 3 and 4 channels, so the channel count should only be taken into account when copying the pixels in each row. Since channels_in_raw_pixels would be a constant, I also refactored the surrounding code a little bit.

SuchAFuriousDeath avatar Dec 02 '25 20:12 SuchAFuriousDeath

I think crafting a test for this should be pretty simple

kjarosh avatar Dec 02 '25 22:12 kjarosh