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GS/HW: Clamp large UVs in shader anisotropic filtering
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lightningterror
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53e3838c1d
commit
26563dbae2
@@ -266,6 +266,10 @@ float4 sample_c_af(float2 uv, float uv_w)
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// HW sampler will reject bad UVs, match that here.
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uv = any(isnan(uv) | isinf(uv)) ? float2(0, 0) : uv;
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// Large floating point values risk NaN/Inf values.
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// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
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uv = clamp(uv, -8388608.0f, 8388608.0f);
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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float2 sz;
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@@ -215,6 +215,10 @@ vec4 sample_c_af(vec2 uv, float uv_w)
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// HW sampler will reject bad UVs, match that here.
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uv = (any(isnan(uv)) || any(isinf(uv))) ? vec2(0, 0) : uv;
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// Large floating point values risk NaN/Inf values.
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// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
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uv = clamp(uv, -8388608.0f, 8388608.0f);
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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vec2 sz = textureSize(TextureSampler, 0);
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@@ -555,6 +555,10 @@ vec4 sample_c_af(vec2 uv, float uv_w)
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// HW sampler will reject bad UVs, match that here.
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uv = (any(isnan(uv)) || any(isinf(uv))) ? vec2(0, 0) : uv;
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// Large floating point values risk NaN/Inf values.
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// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
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uv = clamp(uv, -8388608.0f, 8388608.0f);
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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vec2 sz = textureSize(Texture, 0);
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@@ -464,6 +464,10 @@ struct PSMain
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// HW sampler will reject bad UVs, match that here.
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uv = any(isnan(uv) | isinf(uv)) ? float2(0, 0) : uv;
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// Large floating point values risk NaN/Inf values.
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// Above this value floats lose decimal precision, so seems a resonable limit for UVs.
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uv = clamp(uv, -8388608.0f, 8388608.0f);
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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float2 sz = float2(get_tex_dims());
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@@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 91; // Last changed in PR 14370
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static constexpr u32 SHADER_CACHE_VERSION = 92; // Last changed in PR 14399
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