shader_recompiler: Few fixes for buffer number conversions. (#2869)

* liverpool: Pass correct color buffer number type for conversion mapping.

* shader_recompiler: Apply number conversion to vertex inputs.
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squidbus 2025-04-30 20:46:16 -07:00 committed by GitHub
parent 10b24d04bc
commit 5fd5b62539
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2 changed files with 12 additions and 7 deletions

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@ -517,7 +517,9 @@ void Translator::EmitFetch(const GcnInst& inst) {
const auto values =
ir.CompositeConstruct(ir.GetAttribute(attr, 0), ir.GetAttribute(attr, 1),
ir.GetAttribute(attr, 2), ir.GetAttribute(attr, 3));
const auto swizzled = ApplySwizzle(ir, values, buffer.DstSelect());
const auto converted =
IR::ApplyReadNumberConversionVec4(ir, values, buffer.GetNumberConversion());
const auto swizzled = ApplySwizzle(ir, converted, buffer.DstSelect());
for (u32 i = 0; i < 4; i++) {
ir.SetVectorReg(dst_reg++, IR::F32{ir.CompositeExtract(swizzled, i)});
}