forked from ShuriZma/suyu
Merge pull request #622 from Subv/unused_tex
GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
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commit
8b815877a6
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@ -654,7 +654,7 @@ private:
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INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
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INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
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INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"),
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INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"),
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INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
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INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
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INST("1100000000111---", Id::TEX, Type::Memory, "TEX"),
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INST("110000----111---", Id::TEX, Type::Memory, "TEX"),
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INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
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INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
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INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
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INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
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INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),
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INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),
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@ -686,7 +686,10 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program,
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// Bind the uniform to the sampler.
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// Bind the uniform to the sampler.
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
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ASSERT(uniform != -1);
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if (uniform == -1) {
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continue;
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}
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glProgramUniform1i(program, uniform, current_bindpoint);
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glProgramUniform1i(program, uniform, current_bindpoint);
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());
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