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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.
This commit is contained in:
ReinUsesLisp 2019-12-17 22:38:50 -03:00
parent 8825b88a45
commit 15a753b9a5
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@ -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;