shader_ir: Remove F4 prefix to texture operations
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
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		| @@ -336,8 +336,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) { | ||||
|         for (u32 element = 0; element < values.size(); ++element) { | ||||
|             auto coords_copy = coords; | ||||
|             MetaTexture meta{sampler, {}, {}, extras, element}; | ||||
|             values[element] = | ||||
|                 Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy)); | ||||
|             values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); | ||||
|         } | ||||
|  | ||||
|         WriteTexsInstructionFloat(bb, instr, values); | ||||
| @@ -362,8 +361,8 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) { | ||||
|                     continue; | ||||
|                 } | ||||
|                 MetaTexture meta{sampler, {}, {}, {}, element}; | ||||
|                 const Node value = Operation(OperationCode::F4TextureQueryDimensions, meta, | ||||
|                                              GetRegister(instr.gpr8)); | ||||
|                 const Node value = | ||||
|                     Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8)); | ||||
|                 SetTemporal(bb, indexer++, value); | ||||
|             } | ||||
|             for (u32 i = 0; i < indexer; ++i) { | ||||
| @@ -412,7 +411,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) { | ||||
|         for (u32 element = 0; element < 2; ++element) { | ||||
|             auto params = coords; | ||||
|             MetaTexture meta{sampler, {}, {}, {}, element}; | ||||
|             const Node value = Operation(OperationCode::F4TextureQueryLod, meta, std::move(params)); | ||||
|             const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params)); | ||||
|             SetTemporal(bb, element, value); | ||||
|         } | ||||
|         for (u32 element = 0; element < 2; ++element) { | ||||
| @@ -555,7 +554,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type, | ||||
|           (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow)); | ||||
|  | ||||
|     const OperationCode read_method = | ||||
|         lod_needed && gl_lod_supported ? OperationCode::F4TextureLod : OperationCode::F4Texture; | ||||
|         lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture; | ||||
|  | ||||
|     UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported); | ||||
|  | ||||
| @@ -671,7 +670,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de | ||||
|     for (u32 element = 0; element < values.size(); ++element) { | ||||
|         auto coords_copy = coords; | ||||
|         MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element}; | ||||
|         values[element] = Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy)); | ||||
|         values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy)); | ||||
|     } | ||||
|  | ||||
|     return values; | ||||
| @@ -707,7 +706,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is | ||||
|     for (u32 element = 0; element < values.size(); ++element) { | ||||
|         auto coords_copy = coords; | ||||
|         MetaTexture meta{sampler, array, {}, {lod}, element}; | ||||
|         values[element] = Operation(OperationCode::F4TexelFetch, meta, std::move(coords_copy)); | ||||
|         values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy)); | ||||
|     } | ||||
|     return values; | ||||
| } | ||||
|   | ||||
| @@ -156,12 +156,12 @@ enum class OperationCode { | ||||
|     Logical2HNotEqual,     /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2 | ||||
|     Logical2HGreaterEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2 | ||||
|  | ||||
|     F4Texture,                /// (MetaTexture, float[N] coords, float[M] params) -> float4 | ||||
|     F4TextureLod,             /// (MetaTexture, float[N] coords, float[M] params) -> float4 | ||||
|     F4TextureGather,          /// (MetaTexture, float[N] coords, float[M] params) -> float4 | ||||
|     F4TextureQueryDimensions, /// (MetaTexture, float a) -> float4 | ||||
|     F4TextureQueryLod,        /// (MetaTexture, float[N] coords) -> float4 | ||||
|     F4TexelFetch,             /// (MetaTexture, int[N], int) -> float4 | ||||
|     Texture,                /// (MetaTexture, float[N] coords) -> float4 | ||||
|     TextureLod,             /// (MetaTexture, float[N] coords) -> float4 | ||||
|     TextureGather,          /// (MetaTexture, float[N] coords) -> float4 | ||||
|     TextureQueryDimensions, /// (MetaTexture, float a) -> float4 | ||||
|     TextureQueryLod,        /// (MetaTexture, float[N] coords) -> float4 | ||||
|     TexelFetch,             /// (MetaTexture, int[N], int) -> float4 | ||||
|  | ||||
|     Branch,        /// (uint branch_target) -> void | ||||
|     PushFlowStack, /// (uint branch_target) -> void | ||||
|   | ||||
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