shader_recompiler: Fix spelling of "derivate" (#12067)

This commit is contained in:
Ameer J
2023-11-18 07:39:47 -05:00
committed by GitHub
parent 71f53b4218
commit feb60de5c3
10 changed files with 61 additions and 60 deletions

View File

@ -548,15 +548,15 @@ void EmitImageGradient(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
if (sparse_inst) {
throw NotImplementedException("EmitImageGradient Sparse");
}
if (!offset.IsEmpty() && info.num_derivates <= 2) {
if (!offset.IsEmpty() && info.num_derivatives <= 2) {
throw NotImplementedException("EmitImageGradient offset");
}
const auto texture{Texture(ctx, info, index)};
const auto texel{ctx.var_alloc.Define(inst, GlslVarType::F32x4)};
const bool multi_component{info.num_derivates > 1 || info.has_lod_clamp};
const bool multi_component{info.num_derivatives > 1 || info.has_lod_clamp};
const auto derivatives_vec{ctx.var_alloc.Consume(derivatives)};
if (multi_component) {
if (info.num_derivates >= 3) {
if (info.num_derivatives >= 3) {
const auto offset_vec{ctx.var_alloc.Consume(offset)};
ctx.Add("{}=textureGrad({},{},vec3({}.xz, {}.x),vec3({}.yw, {}.y));", texel, texture,
coords, derivatives_vec, offset_vec, derivatives_vec, offset_vec);