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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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@ -156,12 +156,12 @@ enum class OperationCode {
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Logical2HNotEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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Logical2HGreaterEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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F4Texture, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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F4TextureLod, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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F4TextureGather, /// (MetaTexture, float[N] coords, float[M] params) -> float4
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F4TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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F4TextureQueryLod, /// (MetaTexture, float[N] coords) -> float4
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F4TexelFetch, /// (MetaTexture, int[N], int) -> float4
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Texture, /// (MetaTexture, float[N] coords) -> float4
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TextureLod, /// (MetaTexture, float[N] coords) -> float4
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TextureGather, /// (MetaTexture, float[N] coords) -> float4
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TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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TextureQueryLod, /// (MetaTexture, float[N] coords) -> float4
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TexelFetch, /// (MetaTexture, int[N], int) -> float4
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Branch, /// (uint branch_target) -> void
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PushFlowStack, /// (uint branch_target) -> void
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