Delete ShaderConfig and organize shader resources/definitions better (#5509)
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
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@@ -174,7 +174,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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if (dstType == IDstFmt.U64)
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{
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context.Config.GpuAccessor.Log("Unimplemented 64-bits F2I.");
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context.TranslatorContext.GpuAccessor.Log("Unimplemented 64-bits F2I.");
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}
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Instruction fpType = srcType.ToInstFPType();
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@@ -297,7 +297,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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if ((srcType & ~ISrcDstFmt.S8) > ISrcDstFmt.U32 || (dstType & ~ISrcDstFmt.S8) > ISrcDstFmt.U32)
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{
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context.Config.GpuAccessor.Log("Invalid I2I encoding.");
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context.TranslatorContext.GpuAccessor.Log("Invalid I2I encoding.");
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return;
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}
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