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-rw-r--r--src/video_core/shader/decode/memory.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/video_core/shader/decode/memory.cpp b/src/video_core/shader/decode/memory.cpp
index 3dd26da20..e006f8138 100644
--- a/src/video_core/shader/decode/memory.cpp
+++ b/src/video_core/shader/decode/memory.cpp
@@ -36,7 +36,7 @@ static std::size_t GetCoordCount(TextureType texture_type) {
}
}
-u32 ShaderIR::DecodeMemory(BasicBlock& bb, const BasicBlock& code, u32 pc) {
+u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
const Instruction instr = {program_code[pc]};
const auto opcode = OpCode::Decode(instr);
@@ -160,7 +160,8 @@ u32 ShaderIR::DecodeMemory(BasicBlock& bb, const BasicBlock& code, u32 pc) {
}();
const Node addr_register = GetRegister(instr.gpr8);
- const Node base_address = TrackCbuf(addr_register, code, static_cast<s64>(code.size()));
+ const Node base_address =
+ TrackCbuf(addr_register, global_code, static_cast<s64>(global_code.size()));
const auto cbuf = std::get_if<CbufNode>(base_address);
ASSERT(cbuf != nullptr);
const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset());
@@ -464,8 +465,7 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu
return *used_samplers.emplace(entry).first;
}
-void ShaderIR::WriteTexInstructionFloat(BasicBlock& bb, Instruction instr,
- const Node4& components) {
+void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
u32 dest_elem = 0;
for (u32 elem = 0; elem < 4; ++elem) {
if (!instr.tex.IsComponentEnabled(elem)) {
@@ -480,7 +480,7 @@ void ShaderIR::WriteTexInstructionFloat(BasicBlock& bb, Instruction instr,
}
}
-void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Instruction instr,
+void ShaderIR::WriteTexsInstructionFloat(NodeBlock& bb, Instruction instr,
const Node4& components) {
// TEXS has two destination registers and a swizzle. The first two elements in the swizzle
// go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
@@ -504,7 +504,7 @@ void ShaderIR::WriteTexsInstructionFloat(BasicBlock& bb, Instruction instr,
}
}
-void ShaderIR::WriteTexsInstructionHalfFloat(BasicBlock& bb, Instruction instr,
+void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
const Node4& components) {
// TEXS.F16 destionation registers are packed in two registers in pairs (just like any half
// float instruction).