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authorgdkchan <gab.dark.100@gmail.com>2021-02-07 20:42:17 -0300
committerGitHub <noreply@github.com>2021-02-08 10:42:17 +1100
commit4047477866a8ed7e375c0ebe5de254d61860936d (patch)
treedc21641d6cd56c3bad166ce11754cdb0ea7652ab /Ryujinx.Graphics.Shader/Translation/Translator.cs
parent1319eda8b72caaa035c9097207b29dae402e16d1 (diff)
Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A * Theres no transformation feedback, its transform * Merge TextureHandlesForCache
Diffstat (limited to 'Ryujinx.Graphics.Shader/Translation/Translator.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Translation/Translator.cs19
1 files changed, 2 insertions, 17 deletions
diff --git a/Ryujinx.Graphics.Shader/Translation/Translator.cs b/Ryujinx.Graphics.Shader/Translation/Translator.cs
index e52c1ccf..0d64bccc 100644
--- a/Ryujinx.Graphics.Shader/Translation/Translator.cs
+++ b/Ryujinx.Graphics.Shader/Translation/Translator.cs
@@ -36,22 +36,7 @@ namespace Ryujinx.Graphics.Shader.Translation
return new TranslatorContext(address, cfg, config);
}
- public static TranslatorContext CreateContext(
- ulong addressA,
- ulong addressB,
- IGpuAccessor gpuAccessor,
- TranslationFlags flags,
- TranslationCounts counts = null)
- {
- counts ??= new TranslationCounts();
-
- Block[][] cfgA = DecodeShader(addressA, gpuAccessor, flags | TranslationFlags.VertexA, counts, out ShaderConfig configA);
- Block[][] cfgB = DecodeShader(addressB, gpuAccessor, flags, counts, out ShaderConfig configB);
-
- return new TranslatorContext(addressA, addressB, cfgA, cfgB, configA, configB);
- }
-
- internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo, int sizeA = 0)
+ internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo)
{
var cfgs = new ControlFlowGraph[functions.Length];
var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
@@ -113,7 +98,7 @@ namespace Ryujinx.Graphics.Shader.Translation
string glslCode = program.Code;
- return new ShaderProgram(config.Stage, glslCode, config.Size, sizeA);
+ return new ShaderProgram(config.Stage, glslCode);
}
private static Block[][] DecodeShader(