Stop identifying shader textures with handle and cbuf, use binding instead (#5266)

* Stop identifying shader textures with handle and cbuf, use binding instead

* Remove now unused code

* Consider image operations as having accurate type information too

I don't know why that was not the case before

* Fix missing unscale on InsertCoordNormalization, stop calling SetUsageFlagsForTextureQuery when not needed

* Shader cache version bump

* Change get texture methods to return descriptors created from ResourceManager state

 This is required to ensure that reserved textures and images will not be bound as a guest texture/image

* Fix BindlessElimination.SetHandle inserting coords at the wrong place
This commit is contained in:
gdkchan 2023-07-03 14:29:27 -03:00 committed by GitHub
parent 3b46bb73f7
commit 1c7a90ef35
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GPG key ID: 4AEE18F83AFDEB23
25 changed files with 656 additions and 659 deletions

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@ -125,15 +125,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
{
return new AstTextureOperation(
inst,
texOp.Type,
texOp.Format,
texOp.Flags,
texOp.CbufSlot,
texOp.Handle,
texOp.Index,
sources);
return new AstTextureOperation(inst, texOp.Type, texOp.Format, texOp.Flags, texOp.Binding, texOp.Index, sources);
}
int componentsCount = BitOperations.PopCount((uint)operation.Index);