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shader/texture: Remove type mismatches management from shader decoder
Since commit 9fce105f45
we handle type mismatches from the CPU.
We don't need to hack our shader decoder due to game bugs anymore.
Removed in this commit.
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parent
9ec9f7a92c
commit
57a3007e29
1 changed files with 0 additions and 14 deletions
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@ -780,20 +780,6 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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// When lod is used always is in gpr20
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const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
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// Fill empty entries from the guest sampler
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const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
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if (type_coord_count != entry_coord_count) {
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LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
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// When the size is higher we insert zeroes
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for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
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coords.push_back(GetRegister(Register::ZeroIndex));
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}
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// Then we ensure the size matches the number of entries (dropping unused values)
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coords.resize(entry_coord_count);
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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