GPU/HW: Clamp interpolated UVs to polygon limits

Fixes texture filtering and PGXP issues in some games.
This commit is contained in:
Connor McLaughlin
2020-08-10 22:37:07 +10:00
parent f14dc6de27
commit b95ce993e0
7 changed files with 130 additions and 58 deletions

View File

@ -646,6 +646,7 @@ bool GPU_HW_Vulkan::CompilePipelines()
{
gpbuilder.AddVertexAttribute(2, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, u));
gpbuilder.AddVertexAttribute(3, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, texpage));
gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
}
gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);