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[PR #3015] [MERGED] Handle immediate inline samplers #3150
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📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/3015
Author: @mikusp
Created: 5/30/2025
Status: ✅ Merged
Merged: 6/17/2025
Merged by: @squidbus
Base:
main← Head:inline_sampler📝 Commits (2)
ce63e18Handle immediate inline samplerbfefae5Simplify inline sampler handling📊 Changes
7 files changed (+54 additions, -38 deletions)
View changed files
📝
src/shader_recompiler/backend/spirv/spirv_emit_context.cpp(+6 -1)📝
src/shader_recompiler/frontend/translate/vector_memory.cpp(+6 -3)📝
src/shader_recompiler/info.h(+10 -3)📝
src/shader_recompiler/ir/ir_emitter.cpp(+3 -3)📝
src/shader_recompiler/ir/ir_emitter.h(+2 -1)📝
src/shader_recompiler/ir/opcodes.inc(+1 -1)📝
src/shader_recompiler/ir/passes/resource_tracking_pass.cpp(+26 -26)📄 Description
Previously inline samplers were initialized from a single u32, leaving the other 96 bits zeroed. This PR aims to recover the whole S#. I have no idea what I'm doing in the shader recompiler but it seems to work and allows Dishonored 2 to get past intro.
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.