Properly support multiple vertex buffers, stub 2 ioctls, fix a shader issue, change the way how the vertex buffer size is calculated for the buffers with limit = 0

This commit is contained in:
gdkchan 2018-04-29 17:58:38 -03:00
parent 17f4ccf2d5
commit f73a182b20
5 changed files with 133 additions and 46 deletions

View file

@ -261,13 +261,16 @@ namespace Ryujinx.Graphics.Gal.Shader
PrintBlockScope(SubScopeName, IdentationLevel + 1, Cond.Child);
}
else if (Node is ShaderIrAsg Asg && IsValidOutOper(Asg.Dst))
else if (Node is ShaderIrAsg Asg)
{
string Expr = GetSrcExpr(Asg.Src, true);
if (IsValidOutOper(Asg.Dst))
{
string Expr = GetSrcExpr(Asg.Src, true);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
}
}
else if (Node is ShaderIrOp Op)
{