gdkchan 1c7a90ef35
Stop identifying shader textures with handle and cbuf, use binding instead (#5266)
* Stop identifying shader textures with handle and cbuf, use binding instead

* Remove now unused code

* Consider image operations as having accurate type information too

I don't know why that was not the case before

* Fix missing unscale on InsertCoordNormalization, stop calling SetUsageFlagsForTextureQuery when not needed

* Shader cache version bump

* Change get texture methods to return descriptors created from ResourceManager state

 This is required to ensure that reserved textures and images will not be bound as a guest texture/image

* Fix BindlessElimination.SetHandle inserting coords at the wrong place
2023-07-03 14:29:27 -03:00

29 lines
785 B
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstTextureOperation : AstOperation
{
public SamplerType Type { get; }
public TextureFormat Format { get; }
public TextureFlags Flags { get; }
public int Binding { get; }
public AstTextureOperation(
Instruction inst,
SamplerType type,
TextureFormat format,
TextureFlags flags,
int binding,
int index,
params IAstNode[] sources) : base(inst, StorageKind.None, false, index, sources, sources.Length)
{
Type = type;
Format = format;
Flags = flags;
Binding = binding;
}
}
}