vic: Fix dimension compuation of YUV frames
Fixes out of bound memory crashes in Mario Golf
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@ -119,28 +119,27 @@ void Vic::Execute() {
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const std::size_t surface_width = config.surface_width_minus1 + 1;
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const std::size_t surface_height = config.surface_height_minus1 + 1;
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const std::size_t half_width = surface_width / 2;
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const std::size_t half_height = config.surface_height_minus1 / 2;
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const auto frame_width = std::min(surface_width, static_cast<size_t>(frame->width));
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const auto frame_height = std::min(surface_height, static_cast<size_t>(frame->height));
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const std::size_t half_width = frame_width / 2;
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const std::size_t half_height = frame_height / 2;
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const std::size_t aligned_width = (surface_width + 0xff) & ~0xff;
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const auto* luma_ptr = frame->data[0];
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const auto* chroma_b_ptr = frame->data[1];
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const auto* chroma_r_ptr = frame->data[2];
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const auto stride = frame->linesize[0];
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const auto half_stride = frame->linesize[1];
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const auto stride = static_cast<size_t>(frame->linesize[0]);
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const auto half_stride = static_cast<size_t>(frame->linesize[1]);
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luma_buffer.resize(aligned_width * surface_height);
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chroma_buffer.resize(aligned_width * half_height);
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chroma_buffer.resize(aligned_width * surface_height / 2);
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// Populate luma buffer
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for (std::size_t y = 0; y < surface_height - 1; ++y) {
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for (std::size_t y = 0; y < frame_height; ++y) {
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const std::size_t src = y * stride;
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const std::size_t dst = y * aligned_width;
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const std::size_t size = surface_width;
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for (std::size_t offset = 0; offset < size; ++offset) {
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luma_buffer[dst + offset] = luma_ptr[src + offset];
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for (std::size_t x = 0; x < frame_width; ++x) {
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luma_buffer[dst + x] = luma_ptr[src + x];
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}
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}
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gpu.MemoryManager().WriteBlock(output_surface_luma_address, luma_buffer.data(),
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