PixelShaderGen: Clamp texture layer when using manual texture sampling with stereoscopic 3D #11386
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Fixes https://forums.dolphin-emu.org/Thread-manual-texture-sampling-does-not-work-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 usestexture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.