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| author | Pokechu22 <Pokechu022@gmail.com> | 2022-12-27 13:45:13 -0800 |
|---|---|---|
| committer | Pokechu22 <Pokechu022@gmail.com> | 2022-12-27 13:45:13 -0800 |
| commit | f3df3a772728e7cc1d1a8ad4cda9b6154e8d1c3c (patch) | |
| tree | bcd880006ce97bce2b4483910caf1870e88bd060 /Source/Core/VideoCommon/VertexManagerBase.cpp | |
| parent | 1f1474f8aca0f706154faa3be9d4127258463b5c (diff) | |
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.
Diffstat (limited to 'Source/Core/VideoCommon/VertexManagerBase.cpp')
0 files changed, 0 insertions, 0 deletions
