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authorGravatar ReinUsesLisp2020-04-10 00:55:54 -0300
committerGravatar ReinUsesLisp2020-04-10 00:57:32 -0300
commita87b16da9a61507363a3239647b639037b7a58bb (patch)
tree835cb02195888fe6add121e0a84894d769f37613
parentMerge pull request #3623 from ReinUsesLisp/renderdoc-bind-spam (diff)
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shader/texture: Remove type mismatches management from shader decoder
Since commit e22816a5bb we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit.
-rw-r--r--src/video_core/shader/decode/texture.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index 48350e042..6c4a1358b 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/src/video_core/shader/decode/texture.cpp
@@ -780,20 +780,6 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
780 // When lod is used always is in gpr20 780 // When lod is used always is in gpr20
781 const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0); 781 const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
782 782
783 // Fill empty entries from the guest sampler
784 const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
785 if (type_coord_count != entry_coord_count) {
786 LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
787
788 // When the size is higher we insert zeroes
789 for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
790 coords.push_back(GetRegister(Register::ZeroIndex));
791 }
792
793 // Then we ensure the size matches the number of entries (dropping unused values)
794 coords.resize(entry_coord_count);
795 }
796
797 Node4 values; 783 Node4 values;
798 for (u32 element = 0; element < values.size(); ++element) { 784 for (u32 element = 0; element < values.size(); ++element) {
799 auto coords_copy = coords; 785 auto coords_copy = coords;