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Fix Texture Handle Offset Calculation
The texture handle offset calculation involved an incorrect shift by descriptor size which was found to be unnecessary and would result in an invalid handle that had the wrong TIC/TSC index and caused broken rendering.
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@ -949,7 +949,6 @@ namespace skyline::gpu::interconnect {
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.pImageInfo = imageInfo.data() + imageInfo.size(),
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});
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u32 descriptorIndex{};
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for (auto &texture : program.info.texture_descriptors) {
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layoutBindings.push_back(vk::DescriptorSetLayoutBinding{
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.binding = bindingIndex++,
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@ -965,7 +964,7 @@ namespace skyline::gpu::interconnect {
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u32 textureIndex : 20;
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u32 samplerIndex : 12;
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};
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} handle{constantBuffer.Read<u32>(texture.cbuf_offset + (descriptorIndex++ << texture.size_shift))};
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} handle{constantBuffer.Read<u32>(texture.cbuf_offset)};
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auto sampler{GetSampler(handle.samplerIndex)};
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auto textureView{GetPoolTextureView(handle.textureIndex)};
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