Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend * Remove now unused code, and other nits * Shader cache version bump * Nits * Set format for bindless image load/store * Fix buffer write flag
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class BindlessToIndexed
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{
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public static void RunPass(BasicBlock block)
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public static void RunPass(BasicBlock block, ShaderConfig config)
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{
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// We can turn a bindless texture access into a indexed access,
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// as long the following conditions are true:
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@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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texOp.TurnIntoIndexed(addSrc1.Value / 4);
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TurnIntoIndexed(config, texOp, addSrc1.Value / 4);
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Operand index = Local();
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@ -75,5 +75,11 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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texOp.SetSource(0, index);
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}
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}
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private static void TurnIntoIndexed(ShaderConfig config, TextureOperation texOp, int handle)
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{
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texOp.TurnIntoIndexed(handle);
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle);
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}
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}
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}
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