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[vulkan] Fix incorrect offset application for Array2D textures

Earlier we were taking the coords and adding them to coords instead of actually taking offsets and adding it to coord
pull/3696/head
wildcard 3 weeks ago
parent
commit
5391bbdfac
  1. 4
      src/shader_recompiler/backend/spirv/emit_spirv_image.cpp

4
src/shader_recompiler/backend/spirv/emit_spirv_image.cpp

@ -343,8 +343,8 @@ void AddOffsetToCoordinates(EmitContext& ctx, const IR::TextureInstInfo& info, I
break;
}
case TextureType::ColorArray2D:
offset = ctx.OpCompositeConstruct(ctx.U32[3], ctx.OpCompositeExtract(ctx.U32[1], coords, 0),
ctx.OpCompositeExtract(ctx.U32[1], coords, 1),
offset = ctx.OpCompositeConstruct(ctx.U32[3], ctx.OpCompositeExtract(ctx.U32[1], offset, 0),
ctx.OpCompositeExtract(ctx.U32[1], offset, 1),
ctx.u32_zero_value);
[[fallthrough]];
case TextureType::Color3D: {

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