From 80bafc8fe876371c90d64fb9b7288e03d2ba8da8 Mon Sep 17 00:00:00 2001 From: wildcard Date: Sun, 8 Mar 2026 20:48:19 +0100 Subject: [PATCH] [vulkan] Fix incorrect offset application for Array2D textures (#3696) Earlier we were taking the coords and adding them to coords instead of actually taking offsets and adding it to coord Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3696 Reviewed-by: MaranBr Reviewed-by: crueter Co-authored-by: wildcard Co-committed-by: wildcard --- src/shader_recompiler/backend/spirv/emit_spirv_image.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp index 4bff810547..c4c898bec9 100644 --- a/src/shader_recompiler/backend/spirv/emit_spirv_image.cpp +++ b/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: {