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authorReinUsesLisp <reinuseslisp@airmail.cc>2020-04-10 00:55:54 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2020-04-10 00:57:32 -0300
commita87b16da9a61507363a3239647b639037b7a58bb (patch)
tree835cb02195888fe6add121e0a84894d769f37613 /src
parentf570b129a203108cf7bebb12df5376f5a2964f05 (diff)
shader/texture: Remove type mismatches management from shader decoder
Since commit e22816a5bb we handle type mismatches from the CPU. We don't need to hack our shader decoder due to game bugs anymore. Removed in this commit.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/shader/decode/texture.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/video_core/shader/decode/texture.cpp b/src/video_core/shader/decode/texture.cpp
index 48350e042..6c4a1358b 100644
--- a/src/video_core/shader/decode/texture.cpp
+++ b/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
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;
for (u32 element = 0; element < values.size(); ++element) {
auto coords_copy = coords;