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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-07-03 08:07:50 -05:00
add shader stage when init shader ir
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@ -234,7 +234,7 @@ Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params,
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const std::size_t size_in_bytes = code.size() * sizeof(u64);
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auto registry = std::make_shared<Registry>(shader_type, params.system.GPU().Maxwell3D());
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const ShaderIR ir(code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const ShaderIR ir(code, shader_type, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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// TODO(Rodrigo): Handle VertexA shaders
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// std::optional<ShaderIR> ir_b;
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// if (!code_b.empty()) {
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@ -264,7 +264,7 @@ Shader CachedShader::CreateKernelFromMemory(const ShaderParameters& params, Prog
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auto& engine = params.system.GPU().KeplerCompute();
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auto registry = std::make_shared<Registry>(ShaderType::Compute, engine);
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const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const ShaderIR ir(code, ShaderType::Compute, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, *registry);
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const u64 uid = params.unique_identifier;
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auto program = BuildShader(params.device, ShaderType::Compute, uid, ir, *registry);
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@ -341,7 +341,7 @@ void ShaderCacheOpenGL::LoadDiskCache(const std::atomic_bool& stop_loading,
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const bool is_compute = entry.type == ShaderType::Compute;
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const u32 main_offset = is_compute ? KERNEL_MAIN_OFFSET : STAGE_MAIN_OFFSET;
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auto registry = MakeRegistry(entry);
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const ShaderIR ir(entry.code, main_offset, COMPILER_SETTINGS, *registry);
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const ShaderIR ir(entry.code, entry.type, main_offset, COMPILER_SETTINGS, *registry);
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std::shared_ptr<OGLProgram> program;
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if (precompiled_entry) {
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