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shader_recompiler: Cleanup fragment attribute handling (#3076)
* image: Take minimum of mip levels Avoids validation error * texture_cache: Update depth target image Avoids using undefined depth target in rendering * shader_recompiler: Cleanup fragment attribute handling
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4 changed files with 25 additions and 20 deletions
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@ -22,15 +22,17 @@ void Translator::EmitVectorInterpolation(const GcnInst& inst) {
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// VINTRP
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void Translator::V_INTERP_P2_F32(const GcnInst& inst) {
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const auto& attr = runtime_info.fs_info.inputs.at(inst.control.vintrp.attr);
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info.interp_qualifiers[attr.param_index] = vgpr_to_interp[inst.src[0].code];
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const IR::Attribute attrib{IR::Attribute::Param0 + attr.param_index};
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const u32 attr_index = inst.control.vintrp.attr;
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const auto& attr = runtime_info.fs_info.inputs.at(attr_index);
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info.interp_qualifiers[attr_index] = vgpr_to_interp[inst.src[0].code];
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const IR::Attribute attrib{IR::Attribute::Param0 + attr_index};
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SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
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}
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void Translator::V_INTERP_MOV_F32(const GcnInst& inst) {
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const auto& attr = runtime_info.fs_info.inputs.at(inst.control.vintrp.attr);
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const IR::Attribute attrib{IR::Attribute::Param0 + attr.param_index};
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const u32 attr_index = inst.control.vintrp.attr;
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const auto& attr = runtime_info.fs_info.inputs.at(attr_index);
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const IR::Attribute attrib{IR::Attribute::Param0 + attr_index};
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SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
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}
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