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Diffstat (limited to 'src/shader_recompiler/backend/glasm/emit_glasm_image.cpp')
-rw-r--r--src/shader_recompiler/backend/glasm/emit_glasm_image.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp
index d0e308124..64e7bad75 100644
--- a/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_image.cpp
@@ -559,12 +559,12 @@ void EmitImageGradient(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
559 const IR::Value& offset, const IR::Value& lod_clamp) { 559 const IR::Value& offset, const IR::Value& lod_clamp) {
560 const auto info{inst.Flags<IR::TextureInstInfo>()}; 560 const auto info{inst.Flags<IR::TextureInstInfo>()};
561 ScopedRegister dpdx, dpdy, coords; 561 ScopedRegister dpdx, dpdy, coords;
562 const bool multi_component{info.num_derivates > 1 || info.has_lod_clamp}; 562 const bool multi_component{info.num_derivatives > 1 || info.has_lod_clamp};
563 if (multi_component) { 563 if (multi_component) {
564 // Allocate this early to avoid aliasing other registers 564 // Allocate this early to avoid aliasing other registers
565 dpdx = ScopedRegister{ctx.reg_alloc}; 565 dpdx = ScopedRegister{ctx.reg_alloc};
566 dpdy = ScopedRegister{ctx.reg_alloc}; 566 dpdy = ScopedRegister{ctx.reg_alloc};
567 if (info.num_derivates >= 3) { 567 if (info.num_derivatives >= 3) {
568 coords = ScopedRegister{ctx.reg_alloc}; 568 coords = ScopedRegister{ctx.reg_alloc};
569 } 569 }
570 } 570 }
@@ -584,7 +584,7 @@ void EmitImageGradient(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
584 dpdx.reg, derivatives_vec, dpdx.reg, derivatives_vec, dpdy.reg, derivatives_vec, 584 dpdx.reg, derivatives_vec, dpdx.reg, derivatives_vec, dpdy.reg, derivatives_vec,
585 dpdy.reg, derivatives_vec); 585 dpdy.reg, derivatives_vec);
586 Register final_coord; 586 Register final_coord;
587 if (info.num_derivates >= 3) { 587 if (info.num_derivatives >= 3) {
588 ctx.Add("MOV.F {}.z,{}.x;" 588 ctx.Add("MOV.F {}.z,{}.x;"
589 "MOV.F {}.z,{}.y;", 589 "MOV.F {}.z,{}.y;",
590 dpdx.reg, coord_vec, dpdy.reg, coord_vec); 590 dpdx.reg, coord_vec, dpdy.reg, coord_vec);