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path: root/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
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Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs10
1 files changed, 8 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
index 41f42dad..ca46a1f5 100644
--- a/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
+++ b/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
@@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class BindlessToIndexed
{
- public static void RunPass(BasicBlock block)
+ public static void RunPass(BasicBlock block, ShaderConfig config)
{
// We can turn a bindless texture access into a indexed access,
// as long the following conditions are true:
@@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
continue;
}
- texOp.TurnIntoIndexed(addSrc1.Value / 4);
+ TurnIntoIndexed(config, texOp, addSrc1.Value / 4);
Operand index = Local();
@@ -75,5 +75,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
texOp.SetSource(0, index);
}
}
+
+ private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle)
+ {
+ texOp.TurnIntoIndexed(handle);
+ config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle);
+ }
}
} \ No newline at end of file