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Build stabilization (#413)
* shader_recompiler: fix for float convert and debug asserts * libraries: kernel: correct return code on invalid semaphore * amdgpu: additional case for cb extents retrieval heuristic * removed redundant check in assert * amdgpu: fix for linear tiling mode detection fin color buffers * texture_cache: fix for unexpected scheduler flushes by detiler * renderer_vulkan: missing depth barrier * texture_cache: missed slices in rt view; + detiler format
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15 changed files with 69 additions and 25 deletions
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@ -33,14 +33,14 @@ Id EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst* inst, u32 handle, Id c
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operands.operands);
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}
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Id EmitImageSampleExplicitLod(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id bias_lc,
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Id EmitImageSampleExplicitLod(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id lod,
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Id offset) {
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const auto& texture = ctx.images[handle & 0xFFFF];
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const Id image = ctx.OpLoad(texture.image_type, texture.id);
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const Id sampler = ctx.OpLoad(ctx.sampler_type, ctx.samplers[handle >> 16]);
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const Id sampled_image = ctx.OpSampledImage(texture.sampled_type, image, sampler);
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return ctx.OpImageSampleExplicitLod(ctx.F32[4], sampled_image, coords,
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spv::ImageOperandsMask::Lod, ctx.ConstF32(0.f));
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spv::ImageOperandsMask::Lod, lod);
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}
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Id EmitImageSampleDrefImplicitLod(EmitContext& ctx, IR::Inst* inst, u32 handle, Id coords, Id dref,
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