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[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 <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
pull/3698/head
wildcard 2 days ago
committed by crueter
parent
commit
80bafc8fe8
No known key found for this signature in database GPG Key ID: 425ACD2D4830EBC6
  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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