By correctly calculating the input and output gap sizes it is possible to use this functionality to copy arbitrary sub-rectangles between differently-sized framebuffers or textures, which is one of its main uses over a regular no-conversion DisplayTransfer. When copying tiled textures/framebuffers it's important to remember that the contents of a tile are laid out sequentially in memory, and so this should be taken into account when calculating the transfer parameters. | By correctly calculating the input and output gap sizes it is possible to use this functionality to copy arbitrary sub-rectangles between differently-sized framebuffers or textures, which is one of its main uses over a regular no-conversion DisplayTransfer. When copying tiled textures/framebuffers it's important to remember that the contents of a tile are laid out sequentially in memory, and so this should be taken into account when calculating the transfer parameters. |