Rasterizer refactor hotfixes (#6465)

* texture_codec: Clamp buffer end to tiled buffer size

* Fixes crash on Pokemon Super Mystery Dungeon

* rasterizer_cache: Use rect for duplicate surface

* Fixes broken bloom in fire emblem

* surface_params: Check levels for exact match

* It was removed previously to prevent copies when games used the base level of a multi level surface. FE on the other hand will first use the base level and then use it as a face of a cubemap with many levels. So instead check if the surface equal or more levels and consider it an exact match in that case

* gl_texture_runtime: Bind old tex to 2D target

* Fixes a small error opengl would print when creating texture cubes

* gl_blit_helper: Fix nearest filter

* Use texture unit 2 which has the nearest sampler bound
This commit is contained in:
GPUCode
2023-04-23 22:46:08 +03:00
committed by GitHub
parent 9ba6a90193
commit 2c74ed1a6d
6 changed files with 9 additions and 6 deletions

View File

@@ -8,7 +8,7 @@ precision mediump float;
layout(location = 0) in vec2 tex_coord;
layout(location = 0) out vec4 frag_color;
layout(binding = 0) uniform sampler2D input_texture;
layout(binding = 2) uniform sampler2D input_texture;
void main() {
frag_color = texture(input_texture, tex_coord);