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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.
This commit is contained in:
ReinUsesLisp 2020-04-10 00:55:54 -03:00
parent f570b129a2
commit a87b16da9a
1 changed files with 0 additions and 14 deletions

View File

@ -780,20 +780,6 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
// When lod is used always is in gpr20 // When lod is used always is in gpr20
const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0); const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
// Fill empty entries from the guest sampler
const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
if (type_coord_count != entry_coord_count) {
LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
// When the size is higher we insert zeroes
for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
coords.push_back(GetRegister(Register::ZeroIndex));
}
// Then we ensure the size matches the number of entries (dropping unused values)
coords.resize(entry_coord_count);
}
Node4 values; Node4 values;
for (u32 element = 0; element < values.size(); ++element) { for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords; auto coords_copy = coords;