PixelShaderGen: Clamp texture layer when using manual texture sampling with stereoscopic 3D

Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
This commit is contained in:
Pokechu22
2022-12-27 13:45:13 -08:00
parent 1f1474f8ac
commit f3df3a7727
3 changed files with 18 additions and 5 deletions

View File

@ -615,6 +615,7 @@ uint WrapCoord(int coord, uint wrap, int size) {{
int3 size = textureSize(tex, 0);
int size_s = size.x;
int size_t = size.y;
int num_layers = size.z;
)");
if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels)
{
@ -633,6 +634,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{
// Rescale uv to account for the new texture size
uv.x = (uv.x * size_s) / native_size_s;
uv.y = (uv.y * size_t) / native_size_t;
// Clamp layer as well (texture() automatically clamps, but texelFetch() doesn't)
layer = clamp(layer, 0, num_layers - 1);
)");
}
else