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path: root/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
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Diffstat (limited to 'src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
index 4b1bf76e..2bd31fe1 100644
--- a/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
+++ b/src/Ryujinx.Graphics.Shader/Translation/Optimizations/BindlessToIndexed.cs
@@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
private const int NvnTextureBufferIndex = 2;
- public static void RunPass(BasicBlock block, ShaderConfig config)
+ public static void RunPass(BasicBlock block, ResourceManager resourceManager)
{
// We can turn a bindless texture access into a indexed access,
// as long the following conditions are true:
@@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
Operand ldcSrc0 = handleAsgOp.GetSource(0);
if (ldcSrc0.Type != OperandType.Constant ||
- !config.ResourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
+ !resourceManager.TryGetConstantBufferSlot(ldcSrc0.Value, out int src0CbufSlot) ||
src0CbufSlot != NvnTextureBufferIndex)
{
continue;
@@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
continue;
}
- TurnIntoIndexed(config, texOp, addSrc1.Value / 4);
+ TurnIntoIndexed(resourceManager, texOp, addSrc1.Value / 4);
Operand index = Local();
@@ -102,9 +102,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
}
}
- private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle)
+ private static void TurnIntoIndexed(ResourceManager resourceManager, TextureOperation texOp, int handle)
{
- int binding = config.ResourceManager.GetTextureOrImageBinding(
+ int binding = resourceManager.GetTextureOrImageBinding(
texOp.Inst,
texOp.Type | SamplerType.Indexed,
texOp.Format,