diff options
Diffstat (limited to 'Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs')
-rw-r--r-- | Ryujinx.Graphics.Shader/Instructions/InstEmitTexture.cs | 22 |
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++) { |