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Merge pull request #3633 from ReinUsesLisp/clean-texdec

shader/texture: Remove type mismatches management from shader decoder
Mat M vor 6 Jahren
Ursprung
Commit
47036859eb
1 geänderte Dateien mit 0 neuen und 14 gelöschten Zeilen
  1. 0 14
      src/video_core/shader/decode/texture.cpp

+ 0 - 14
src/video_core/shader/decode/texture.cpp

@@ -780,20 +780,6 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
     // When lod is used always is in gpr20
     // When lod is used always is in gpr20
     const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
     const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
 
 
-    // Fill empty entries from the guest sampler
-    const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
-    if (type_coord_count != entry_coord_count) {
-        LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
-
-        // When the size is higher we insert zeroes
-        for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
-            coords.push_back(GetRegister(Register::ZeroIndex));
-        }
-
-        // Then we ensure the size matches the number of entries (dropping unused values)
-        coords.resize(entry_coord_count);
-    }
-
     Node4 values;
     Node4 values;
     for (u32 element = 0; element < values.size(); ++element) {
     for (u32 element = 0; element < values.size(); ++element) {
         auto coords_copy = coords;
         auto coords_copy = coords;