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authorgdkchan <gab.dark.100@gmail.com>2023-08-13 22:26:42 -0300
committerGitHub <noreply@github.com>2023-08-13 22:26:42 -0300
commitb423197619dd8d9dda1c255a76105bf30e255dae (patch)
treee3898b3b1672f022b5de4522b51bd21583043996 /src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs
parent8edfb2bc7b8507d0ef51f0544eb32a65f0bf54a1 (diff)
Delete ShaderConfig and organize shader resources/definitions better (#5509)1.1.985
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs b/src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs
index f6c3bf6f..9d1c7d08 100644
--- a/src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs
+++ b/src/Ryujinx.Graphics.Shader/Instructions/InstEmitMove.cs
@@ -88,24 +88,24 @@ namespace Ryujinx.Graphics.Shader.Instructions
break;
case SReg.ThreadKill:
- src = context.Config.Stage == ShaderStage.Fragment ? context.Load(StorageKind.Input, IoVariable.ThreadKill) : Const(0);
+ src = context.TranslatorContext.Definitions.Stage == ShaderStage.Fragment ? context.Load(StorageKind.Input, IoVariable.ThreadKill) : Const(0);
break;
case SReg.InvocationInfo:
- if (context.Config.Stage != ShaderStage.Compute && context.Config.Stage != ShaderStage.Fragment)
+ if (context.TranslatorContext.Definitions.Stage != ShaderStage.Compute && context.TranslatorContext.Definitions.Stage != ShaderStage.Fragment)
{
// Note: Lowest 8-bits seems to contain some primitive index,
// but it seems to be NVIDIA implementation specific as it's only used
// to calculate ISBE offsets, so we can just keep it as zero.
- if (context.Config.Stage == ShaderStage.TessellationControl ||
- context.Config.Stage == ShaderStage.TessellationEvaluation)
+ if (context.TranslatorContext.Definitions.Stage == ShaderStage.TessellationControl ||
+ context.TranslatorContext.Definitions.Stage == ShaderStage.TessellationEvaluation)
{
src = context.ShiftLeft(context.Load(StorageKind.Input, IoVariable.PatchVertices), Const(16));
}
else
{
- src = Const(context.Config.GpuAccessor.QueryPrimitiveTopology().ToInputVertices() << 16);
+ src = Const(context.TranslatorContext.Definitions.InputTopology.ToInputVertices() << 16);
}
}
else