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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.
ReinUsesLisp 6 лет назад
Родитель
Сommit
15a753b9a5
1 измененных файлов с 9 добавлено и 4 удалено
  1. 9 4
      src/video_core/shader/decode/texture.cpp

+ 9 - 4
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;