Use multiple dest operands for shader call instructions (#1975)
* Use multiple dest operands for shader call instructions * Passing opNode is no longer needed
This commit is contained in:
@ -289,7 +289,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
case Instruction.AtomicSwap:
|
||||
case Instruction.AtomicXor:
|
||||
case Instruction.Call:
|
||||
case Instruction.CallOutArgument:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -306,7 +305,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
|
||||
for (int index = 0; index < node.DestsCount; index++)
|
||||
{
|
||||
if (node.GetDest(index).Type != OperandType.LocalVariable)
|
||||
Operand dest = node.GetDest(index);
|
||||
|
||||
if (dest != null && dest.Type != OperandType.LocalVariable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -319,7 +320,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
|
||||
{
|
||||
for (int index = 0; index < node.DestsCount; index++)
|
||||
{
|
||||
if (node.GetDest(index).UseOps.Count != 0)
|
||||
Operand dest = node.GetDest(index);
|
||||
|
||||
if (dest != null && dest.UseOps.Count != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
Reference in New Issue
Block a user