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authorgdkchan <gab.dark.100@gmail.com>2024-04-07 18:25:55 -0300
committerGitHub <noreply@github.com>2024-04-07 18:25:55 -0300
commit3e6e0e4afaa3c3ffb118cb17b61feb16966a7eeb (patch)
treea4652499c089b0853e39c382cad82a9db4d6ad08 /src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs
parent808803d97a0c06809bf000687c252f960048fcf0 (diff)
Add support for large sampler arrays on Vulkan (#6489)
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
Diffstat (limited to 'src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs')
-rw-r--r--src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs b/src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs
index 6d3859ef..b72b94d9 100644
--- a/src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs
+++ b/src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenShuffle.cs
@@ -9,8 +9,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
{
public static string Shuffle(CodeGenContext context, AstOperation operation)
{
- string value = GetSoureExpr(context, operation.GetSource(0), AggregateType.FP32);
- string index = GetSoureExpr(context, operation.GetSource(1), AggregateType.U32);
+ string value = GetSourceExpr(context, operation.GetSource(0), AggregateType.FP32);
+ string index = GetSourceExpr(context, operation.GetSource(1), AggregateType.U32);
if (context.HostCapabilities.SupportsShaderBallot)
{