Merge pull request #622 from Subv/unused_tex

GPU: Ignore unused textures and corrected the TEX shader instruction decoding.
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bunnei 2018-07-05 11:29:17 -04:00 committed by GitHub
commit 8b815877a6
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2 changed files with 5 additions and 2 deletions

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@ -654,7 +654,7 @@ private:
INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"), INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"), INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"),
INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"), INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
INST("1100000000111---", Id::TEX, Type::Memory, "TEX"), INST("110000----111---", Id::TEX, Type::Memory, "TEX"),
INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"), INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"), INST("1101100---------", Id::TEXS, Type::Memory, "TEXS"),
INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"), INST("1101101---------", Id::TLDS, Type::Memory, "TLDS"),

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@ -686,7 +686,10 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, GLuint program,
// Bind the uniform to the sampler. // Bind the uniform to the sampler.
GLint uniform = glGetUniformLocation(program, entry.GetName().c_str()); GLint uniform = glGetUniformLocation(program, entry.GetName().c_str());
ASSERT(uniform != -1); if (uniform == -1) {
continue;
}
glProgramUniform1i(program, uniform, current_bindpoint); glProgramUniform1i(program, uniform, current_bindpoint);
const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset()); const auto texture = maxwell3d.GetStageTexture(entry.GetStage(), entry.GetOffset());