Preserve image types for shader bindless surface instructions (.D variants) (#2779)

* Preserve image types for SULD/SUST .D variants

* Make format unknown for surface atomic if bindless and not sized
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gdkchan 2021-10-24 19:40:20 -03:00 committed by GitHub
parent 51fa1b2cb0
commit 04dfb86fde
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2 changed files with 13 additions and 10 deletions

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@ -264,8 +264,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
}
// TODO: FP and 64-bit formats.
TextureFormat format = !isBindless && (size == SuatomSize.Sd32 || size == SuatomSize.Sd64)
? context.Config.GetTextureFormatAtomic(imm)
TextureFormat format = size == SuatomSize.Sd32 || size == SuatomSize.Sd64
? (isBindless ? TextureFormat.Unknown : context.Config.GetTextureFormatAtomic(imm))
: GetTextureFormat(size);
if (compareAndSwap)
@ -516,8 +516,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
}
// TODO: FP and 64-bit formats.
TextureFormat format = !isBindless && (size == SuatomSize.Sd32 || size == SuatomSize.Sd64)
? context.Config.GetTextureFormatAtomic(imm)
TextureFormat format = size == SuatomSize.Sd32 || size == SuatomSize.Sd64
? (isBindless ? TextureFormat.Unknown : context.Config.GetTextureFormatAtomic(imm))
: GetTextureFormat(size);
sourcesList.Add(Rb());