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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-20 14:17:52 -05:00
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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@ -1140,7 +1140,7 @@ private:
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Type::HalfFloat);
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}
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std::string F4Texture(Operation operation) {
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std::string Texture(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1151,7 +1151,7 @@ private:
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return expr + GetSwizzle(meta->element);
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}
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std::string F4TextureLod(Operation operation) {
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std::string TextureLod(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1162,7 +1162,7 @@ private:
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return expr + GetSwizzle(meta->element);
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}
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std::string F4TextureGather(Operation operation) {
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std::string TextureGather(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1170,7 +1170,7 @@ private:
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GetSwizzle(meta->element);
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}
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std::string F4TextureQueryDimensions(Operation operation) {
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std::string TextureQueryDimensions(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1190,7 +1190,7 @@ private:
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return "0";
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}
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std::string F4TextureQueryLod(Operation operation) {
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std::string TextureQueryLod(Operation operation) {
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1201,7 +1201,7 @@ private:
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return "0";
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}
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std::string F4TexelFetch(Operation operation) {
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std::string TexelFetch(Operation operation) {
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constexpr std::array<const char*, 4> constructors = {"int", "ivec2", "ivec3", "ivec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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ASSERT(meta);
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@ -1463,12 +1463,12 @@ private:
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&GLSLDecompiler::Logical2HNotEqual,
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&GLSLDecompiler::Logical2HGreaterEqual,
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&GLSLDecompiler::F4Texture,
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&GLSLDecompiler::F4TextureLod,
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&GLSLDecompiler::F4TextureGather,
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&GLSLDecompiler::F4TextureQueryDimensions,
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&GLSLDecompiler::F4TextureQueryLod,
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&GLSLDecompiler::F4TexelFetch,
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&GLSLDecompiler::Texture,
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&GLSLDecompiler::TextureLod,
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&GLSLDecompiler::TextureGather,
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&GLSLDecompiler::TextureQueryDimensions,
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&GLSLDecompiler::TextureQueryLod,
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&GLSLDecompiler::TexelFetch,
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&GLSLDecompiler::Branch,
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&GLSLDecompiler::PushFlowStack,
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