GS/HW: Fix repeat sampler being used for region clamp/repeat

The coordinates are clamped in the shader, but normalized UV of 1 and
bilinear may repeat.
This commit is contained in:
Stenzek authored and refractionpcsx2 committed 2023-02-16 16:44:40 +00:00
1 parent 1fc2d7de3c
commit d0d5d991ce
1 file changed
+2 -2
+2 -2
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@@ -3353,8 +3353,8 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex)
m_conf.cb_vs.texture_scale = GSVector2(tc_oh_ts.x, tc_oh_ts.y);
// Only enable clamping in CLAMP mode. REGION_CLAMP will be done manually in the shader
m_conf.sampler.tau = (wms != CLAMP_CLAMP);
m_conf.sampler.tav = (wmt != CLAMP_CLAMP);
m_conf.sampler.tau = (wms == CLAMP_REPEAT);
m_conf.sampler.tav = (wmt == CLAMP_REPEAT);
if (shader_emulated_sampler)
{
m_conf.sampler.biln = 0;