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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
commit57a3007e29491cf7dc50f53ec480ef3c82d5bf20 (patch)
tree835cb02195888fe6add121e0a84894d769f37613 /src/video_core/shader/decode/texture.cpp
parent9ec9f7a92c405f09efb4dcec6c41da6f72b0f6b9 (diff)
shader/texture: Remove type mismatches management from shader decoder
Since commit 9fce105f45 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/video_core/shader/decode/texture.cpp')
-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 48350e042c..6c4a1358bb 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;