GPU/HW: Clamp interpolated UVs to polygon limits
Fixes texture filtering and PGXP issues in some games.
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@ -646,6 +646,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
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{
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gpbuilder.AddVertexAttribute(2, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, u));
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gpbuilder.AddVertexAttribute(3, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, texpage));
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gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
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}
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gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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