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authorgdkchan <gab.dark.100@gmail.com>2019-12-16 01:59:46 -0300
committerThog <thog@protonmail.com>2020-01-09 02:13:00 +0100
commit9d7a142a48a5f804127fcae2265bb6ec5495d178 (patch)
tree4ba4de906d74404760fcbebe9aeb51460252f500 /Ryujinx.Graphics.Shader/ShaderHeader.cs
parent2eccc7023ae0d1247378516b14507d422e4915c5 (diff)
Support texture rectangle targets (non-normalized coords)
Diffstat (limited to 'Ryujinx.Graphics.Shader/ShaderHeader.cs')
-rw-r--r--Ryujinx.Graphics.Shader/ShaderHeader.cs22
1 files changed, 0 insertions, 22 deletions
diff --git a/Ryujinx.Graphics.Shader/ShaderHeader.cs b/Ryujinx.Graphics.Shader/ShaderHeader.cs
index 94c57435..a8d01086 100644
--- a/Ryujinx.Graphics.Shader/ShaderHeader.cs
+++ b/Ryujinx.Graphics.Shader/ShaderHeader.cs
@@ -76,28 +76,6 @@ namespace Ryujinx.Graphics.Shader
public bool OmapSampleMask { get; }
public bool OmapDepth { get; }
- public int DepthRegister
- {
- get
- {
- int count = 0;
-
- for (int index = 0; index < OmapTargets.Length; index++)
- {
- for (int component = 0; component < 4; component++)
- {
- if (OmapTargets[index].ComponentEnabled(component))
- {
- count++;
- }
- }
- }
-
- // Depth register is always two registers after the last color output.
- return count + 1;
- }
- }
-
public ShaderHeader(Span<byte> code)
{
Span<int> header = MemoryMarshal.Cast<byte, int>(code);