[PR #3015] [MERGED] Handle immediate inline samplers #3150

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opened 2026-02-27 22:02:37 +03:00 by kerem · 0 comments
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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: mainHead: inline_sampler


📝 Commits (2)

  • ce63e18 Handle immediate inline sampler
  • bfefae5 Simplify 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.

## 📋 Pull Request Information **Original PR:** https://github.com/shadps4-emu/shadPS4/pull/3015 **Author:** [@mikusp](https://github.com/mikusp) **Created:** 5/30/2025 **Status:** ✅ Merged **Merged:** 6/17/2025 **Merged by:** [@squidbus](https://github.com/squidbus) **Base:** `main` ← **Head:** `inline_sampler` --- ### 📝 Commits (2) - [`ce63e18`](https://github.com/shadps4-emu/shadPS4/commit/ce63e18e5ef20068736fd0e2c2d58eec14fba780) Handle immediate inline sampler - [`bfefae5`](https://github.com/shadps4-emu/shadPS4/commit/bfefae55cde000f5eccb3fe65ce046320ecb48cc) Simplify inline sampler handling ### 📊 Changes **7 files changed** (+54 additions, -38 deletions) <details> <summary>View changed files</summary> 📝 `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) </details> ### 📄 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. --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
kerem 2026-02-27 22:02:37 +03:00
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starred/shadPS4#3150
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