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this fixes dynamic texture descriptors that are not laid out as simple 8-byte entries tested on steam deck/amd notes - DynamicDescriptorSizeShift called twice because i moved it away from the struct but doing it this way keeps the patch just in this single file than adding a new derived field in the shared struct (i also think its just a cheap recomputation anyways) - removed cbuf scanning because i figured out how to do a bounds check statically credits: - Mythrax <mythrax@mytrax-rs.org> (identified the 1024 descriptor cap fix in #3897) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3898 Reviewed-by: crueter <crueter@eden-emu.dev> |
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| .. | ||
| collect_shader_info_pass.cpp | ||
| conditional_barrier_pass.cpp | ||
| constant_propagation_pass.cpp | ||
| dead_code_elimination_pass.cpp | ||
| dual_vertex_pass.cpp | ||
| global_memory_to_storage_buffer_pass.cpp | ||
| identity_removal_pass.cpp | ||
| layer_pass.cpp | ||
| lower_fp16_to_fp32.cpp | ||
| lower_fp64_to_fp32.cpp | ||
| lower_int64_to_int32.cpp | ||
| passes.h | ||
| position_pass.cpp | ||
| rescaling_pass.cpp | ||
| ssa_rewrite_pass.cpp | ||
| texture_pass.cpp | ||
| vendor_workaround_pass.cpp | ||
| verification_pass.cpp | ||