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Diffstat (limited to 'Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs22
1 files changed, 11 insertions, 11 deletions
diff --git a/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs b/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs
index 6b439901..a3906294 100644
--- a/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs
+++ b/Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs
@@ -73,7 +73,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
Operand[] sources = sourcesList.ToArray();
- int handle = !op.IsBindless ? op.Immediate : 0;
+ int handle = !op.IsBindless ? op.HandleOffset : 0;
TextureFlags flags = op.IsBindless ? TextureFlags.Bindless : TextureFlags.None;
@@ -238,7 +238,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
if (!op.IsBindless)
{
- format = context.Config.GetTextureFormat(op.Immediate);
+ format = context.Config.GetTextureFormat(op.HandleOffset);
}
}
else
@@ -262,7 +262,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
Operand[] sources = sourcesList.ToArray();
- int handle = !op.IsBindless ? op.Immediate : 0;
+ int handle = !op.IsBindless ? op.HandleOffset : 0;
TextureFlags flags = op.IsBindless ? TextureFlags.Bindless : TextureFlags.None;
@@ -458,7 +458,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
flags = ConvertTextureFlags(tldsOp.Target) | TextureFlags.IntCoords;
- if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QueryIsTextureBuffer(tldsOp.Immediate))
+ if (tldsOp.Target == TexelLoadTarget.Texture1DLodZero && context.Config.GpuAccessor.QueryIsTextureBuffer(tldsOp.HandleOffset))
{
type = SamplerType.TextureBuffer;
flags &= ~TextureFlags.LodLevel;
@@ -607,7 +607,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
}
}
- int handle = op.Immediate;
+ int handle = op.HandleOffset;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
@@ -756,7 +756,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return Register(rdIndex++, RegisterType.Gpr);
}
- int handle = op.Immediate;
+ int handle = op.HandleOffset;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
@@ -870,7 +870,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return Register(rdIndex++, RegisterType.Gpr);
}
- int handle = !isBindless ? op.Immediate : 0;
+ int handle = !isBindless ? op.HandleOffset : 0;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
@@ -1019,7 +1019,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return Register(rdIndex++, RegisterType.Gpr);
}
- int handle = !op.IsBindless ? op.Immediate : 0;
+ int handle = !op.IsBindless ? op.HandleOffset : 0;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
@@ -1104,7 +1104,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return Register(rdIndex++, RegisterType.Gpr);
}
- int handle = !bindless ? op.Immediate : 0;
+ int handle = !bindless ? op.HandleOffset : 0;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{
@@ -1181,7 +1181,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
// For bindless, we don't have any way to know the texture type,
// so we assume it's texture buffer when the sampler type is 1D, since that's more common.
- bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.Immediate);
+ bool isTypeBuffer = isBindless || context.Config.GpuAccessor.QueryIsTextureBuffer(op.HandleOffset);
if (isTypeBuffer)
{
@@ -1269,7 +1269,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
return Register(rdIndex++, RegisterType.Gpr);
}
- int handle = !isBindless ? op.Immediate : 0;
+ int handle = !isBindless ? op.HandleOffset : 0;
for (int compMask = op.ComponentMask, compIndex = 0; compMask != 0; compMask >>= 1, compIndex++)
{