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Merge pull request #11386 from Pokechu22/manual-texture-sampling-ster…
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…eoscopic-layer-bounds-check

PixelShaderGen: Clamp texture layer when using manual texture sampling with stereoscopic 3D
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AdmiralCurtiss committed Jan 3, 2023
2 parents e4c007e + f3df3a7 commit ed99153
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Showing 3 changed files with 18 additions and 5 deletions.
3 changes: 3 additions & 0 deletions Source/Core/VideoCommon/PixelShaderGen.cpp
Expand Up @@ -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)
{
Expand All @@ -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
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2 changes: 1 addition & 1 deletion Source/Core/VideoCommon/ShaderGenCommon.cpp
Expand Up @@ -42,7 +42,7 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
bits.manual_texture_sampling_custom_texture_sizes =
g_ActiveConfig.ManualTextureSamplingWithHiResTextures();
g_ActiveConfig.ManualTextureSamplingWithCustomTextureSizes();
bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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18 changes: 14 additions & 4 deletions Source/Core/VideoCommon/VideoConfig.h
Expand Up @@ -274,15 +274,25 @@ struct VideoConfig final
return backend_info.bSupportsGPUTextureDecoding && bEnableGPUTextureDecoding;
}
bool UseVertexRounding() const { return bVertexRounding && iEFBScale != 1; }
bool ManualTextureSamplingWithHiResTextures() const
bool ManualTextureSamplingWithCustomTextureSizes() const
{
// Hi-res textures (including hi-res EFB copies, but not native-resolution EFB copies at higher
// internal resolutions) breaks the wrapping logic used by manual texture sampling.
// If manual texture sampling is disabled, we don't need to do anything.
if (bFastTextureSampling)
return false;
// Hi-res textures break the wrapping logic used by manual texture sampling, as a texture's
// size won't match the size the game sets.
if (bHiresTextures)
return true;
// Hi-res EFB copies (but not native-resolution EFB copies at higher internal resolutions)
// also result in different texture sizes that need special handling.
if (iEFBScale != 1 && bCopyEFBScaled)
return true;
return bHiresTextures;
// Stereoscopic 3D changes the number of layers some textures have (EFB copies have 2 layers,
// while game textures still have 1), meaning bounds checks need to be added.
if (stereo_mode != StereoMode::Off)
return true;
// Otherwise, manual texture sampling can use the sizes games specify directly.
return false;
}
bool UsingUberShaders() const;
u32 GetShaderCompilerThreads() const;
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