Browse Source
shader/texture: Properly shrink unused entries in size mismatches
When a image format mismatches we were inserting zeroes to the texture
itself. This was not handling cases were the mismatch uses less
coordinates than the guest shader code. Address that by resizing the
vector.
pull/15/merge
ReinUsesLisp
6 years ago
No known key found for this signature in database
GPG Key ID: 2DFC508897B39CFE
1 changed files with
9 additions and
4 deletions
src/video_core/shader/decode/texture.cpp
@ -743,13 +743,18 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
// When lod is used always is in gpr20
const Node lod = lod_enabled ? GetRegister ( instr . gpr20 ) : Immediate ( 0 ) ;
// Fill empty entries from the guest sampler.
// Fill empty entries from the guest sampler
const std : : size_t entry_coord_count = GetCoordCount ( sampler . GetType ( ) ) ;
if ( type_coord_count ! = entry_coord_count ) {
LOG_WARNING ( HW_GPU , " Bound and built texture types mismatch " ) ;
}
for ( std : : size_t i = type_coord_count ; i < entry_coord_count ; + + i ) {
coords . push_back ( GetRegister ( Register : : ZeroIndex ) ) ;
// When the size is higher we insert zeroes
for ( std : : size_t i = type_coord_count ; i < entry_coord_count ; + + i ) {
coords . push_back ( GetRegister ( Register : : ZeroIndex ) ) ;
}
// Then we ensure the size matches the number of entries (dropping unused values)
coords . resize ( entry_coord_count ) ;
}
Node4 values ;