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由 jp9000 提交于
Direct3D textures are usually aligned to a specific pitch, so their internal width is often not equal to the expected output width; this means that if we want to use it on our texture output, that we must de-align the texture while copying the texture data. However, I unintentionally messed up the calculation at some point with RGBA textures, so the variable size I was supposed to be using was supposed to be multiplied by 4 (for RGBA), while I was still expecting single channel data. So, if the texture width was something like 1332, the source (directx) texture line size would be somewhere at or above 5328 (because it's RGBA), then destination is at 1332 (YUV luma plane), and it would unintentionally treat 3996 (or 5328 - 1332) bytes as the unused alignment data. So this fixes that miscalculation.
05fc9c5b