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.
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@ -615,6 +615,7 @@ uint WrapCoord(int coord, uint wrap, int size) {{
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int3 size = textureSize(tex, 0);
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int size_s = size.x;
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int size_t = size.y;
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int num_layers = size.z;
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)");
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if (g_ActiveConfig.backend_info.bSupportsTextureQueryLevels)
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{
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@ -633,6 +634,8 @@ uint WrapCoord(int coord, uint wrap, int size) {{
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// Rescale uv to account for the new texture size
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uv.x = (uv.x * size_s) / native_size_s;
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uv.y = (uv.y * size_t) / native_size_t;
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// Clamp layer as well (texture() automatically clamps, but texelFetch() doesn't)
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layer = clamp(layer, 0, num_layers - 1);
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)");
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}
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else
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@ -42,7 +42,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
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bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
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bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
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bits.manual_texture_sampling_custom_texture_sizes =
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g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
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g_ActiveConfig.ManualTextureSamplingWithCustomTextureSizes();
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
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bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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@ -274,15 +274,25 @@ struct VideoConfig final
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return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
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}
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bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
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bool ManualTextureSamplingWithHiResTextures() const
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bool ManualTextureSamplingWithCustomTextureSizes() const
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{
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// Hi-res textures (including hi-res EFB copies, but not native-resolution EFB copies at higher
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// internal resolutions) breaks the wrapping logic used by manual texture sampling.
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// If manual texture sampling is disabled, we don't need to do anything.
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if (bFastTextureSampling)
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return false;
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// Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's
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// size won't match the size the game sets.
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if (bHiresTextures)
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return true;
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// Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions)
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// also result in different texture sizes that need special handling.
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if (iEFBScale != 1 && bCopyEFBScaled)
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return true;
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return bHiresTextures;
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// Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers,
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// while game textures still have 1), meaning bounds checks need to be added.
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if (stereo_mode != StereoMode::Off)
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return true;
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// Otherwise, manual texture sampling can use the sizes games specify directly.
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return false;
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}
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bool UsingUberShaders() const;
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u32 GetShaderCompilerThreads() const;
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