Initial work
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using System;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class InstGenMemory
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{
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public static string LoadAttribute(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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IAstNode src2 = operation.GetSource(1);
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if (!(src1 is AstOperand attr) || attr.Type != OperandType.Attribute)
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{
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throw new InvalidOperationException("First source of LoadAttribute must be a attribute.");
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}
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string indexExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
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return OperandManager.GetAttributeName(attr, context.Config.Stage, isOutAttr: false, indexExpr);
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}
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public static string LoadConstant(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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IAstNode src2 = operation.GetSource(1);
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string offsetExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
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offsetExpr = Enclose(offsetExpr, src2, Instruction.ShiftRightS32, isLhs: true);
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return OperandManager.GetConstantBufferName(src1, offsetExpr, context.Config.Stage);
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}
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public static string LoadLocal(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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string offsetExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 0));
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return $"{DefaultNames.LocalMemoryName}[{offsetExpr}]";
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}
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public static string LoadStorage(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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IAstNode src2 = operation.GetSource(1);
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string offsetExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
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return OperandManager.GetStorageBufferName(src1, offsetExpr, context.Config.Stage);
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}
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public static string StoreLocal(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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IAstNode src2 = operation.GetSource(1);
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string offsetExpr = GetSoureExpr(context, src1, GetSrcVarType(operation.Inst, 0));
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VariableType srcType = OperandManager.GetNodeDestType(src2);
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string src = TypeConversion.ReinterpretCast(context, src2, srcType, VariableType.F32);
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return $"{DefaultNames.LocalMemoryName}[{offsetExpr}] = {src}";
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}
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public static string StoreStorage(CodeGenContext context, AstOperation operation)
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{
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IAstNode src1 = operation.GetSource(0);
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IAstNode src2 = operation.GetSource(1);
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IAstNode src3 = operation.GetSource(2);
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string offsetExpr = GetSoureExpr(context, src2, GetSrcVarType(operation.Inst, 1));
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VariableType srcType = OperandManager.GetNodeDestType(src3);
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string src = TypeConversion.ReinterpretCast(context, src3, srcType, VariableType.F32);
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string sbName = OperandManager.GetStorageBufferName(src1, offsetExpr, context.Config.Stage);
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return $"{sbName} = {src}";
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}
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public static string TextureSample(CodeGenContext context, AstOperation operation)
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{
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AstTextureOperation texOp = (AstTextureOperation)operation;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool isArray = (texOp.Target & TextureTarget.Array) != 0;
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bool isMultisample = (texOp.Target & TextureTarget.Multisample) != 0;
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bool isShadow = (texOp.Target & TextureTarget.Shadow) != 0;
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// This combination is valid, but not available on GLSL.
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// For now, ignore the LOD level and do a normal sample.
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// TODO: How to implement it properly?
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if (hasLodLevel && isArray && isShadow)
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{
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hasLodLevel = false;
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}
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string texCall = intCoords ? "texelFetch" : "texture";
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if (isGather)
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{
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texCall += "Gather";
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}
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else if (hasLodLevel && !intCoords)
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{
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texCall += "Lod";
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}
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if (hasOffset)
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{
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texCall += "Offset";
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}
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else if (hasOffsets)
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{
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texCall += "Offsets";
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}
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp);
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texCall += "(" + samplerName;
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int coordsCount = texOp.Target.GetDimensions();
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int pCount = coordsCount;
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int arrayIndexElem = -1;
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if (isArray)
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{
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arrayIndexElem = pCount++;
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}
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// The sampler 1D shadow overload expects a
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// dummy value on the middle of the vector, who knows why...
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bool hasDummy1DShadowElem = texOp.Target == (TextureTarget.Texture1D | TextureTarget.Shadow);
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if (hasDummy1DShadowElem)
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{
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pCount++;
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}
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if (isShadow && !isGather)
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{
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pCount++;
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}
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// On textureGather*, the comparison value is
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// always specified as an extra argument.
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bool hasExtraCompareArg = isShadow && isGather;
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if (pCount == 5)
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{
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pCount = 4;
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hasExtraCompareArg = true;
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}
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int srcIndex = isBindless ? 1 : 0;
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string Src(VariableType type)
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{
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return GetSoureExpr(context, texOp.GetSource(srcIndex++), type);
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}
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void Append(string str)
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{
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texCall += ", " + str;
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}
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VariableType coordType = intCoords ? VariableType.S32 : VariableType.F32;
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string AssemblePVector(int count)
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{
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if (count > 1)
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{
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string[] elems = new string[count];
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for (int index = 0; index < count; index++)
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{
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if (arrayIndexElem == index)
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{
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elems[index] = Src(VariableType.S32);
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if (!intCoords)
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{
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elems[index] = "float(" + elems[index] + ")";
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}
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}
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else if (index == 1 && hasDummy1DShadowElem)
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{
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elems[index] = NumberFormatter.FormatFloat(0);
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}
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else
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{
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elems[index] = Src(coordType);
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}
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}
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string prefix = intCoords ? "i" : string.Empty;
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return prefix + "vec" + count + "(" + string.Join(", ", elems) + ")";
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}
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else
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{
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return Src(coordType);
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}
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}
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Append(AssemblePVector(pCount));
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if (hasExtraCompareArg)
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{
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Append(Src(VariableType.F32));
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}
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if (isMultisample)
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{
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Append(Src(VariableType.S32));
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}
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else if (hasLodLevel)
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{
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Append(Src(coordType));
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}
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string AssembleOffsetVector(int count)
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{
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if (count > 1)
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{
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string[] elems = new string[count];
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for (int index = 0; index < count; index++)
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{
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elems[index] = Src(VariableType.S32);
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}
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return "ivec" + count + "(" + string.Join(", ", elems) + ")";
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}
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else
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{
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return Src(VariableType.S32);
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}
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}
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if (hasOffset)
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{
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Append(AssembleOffsetVector(coordsCount));
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}
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else if (hasOffsets)
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{
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texCall += $", ivec{coordsCount}[4](";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ", ";
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texCall += AssembleOffsetVector(coordsCount) + ")";
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}
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if (hasLodBias)
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{
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Append(Src(VariableType.F32));
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}
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// textureGather* optional extra component index,
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// not needed for shadow samplers.
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if (isGather && !isShadow)
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{
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Append(Src(VariableType.S32));
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}
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texCall += ")" + (isGather || !isShadow ? GetMask(texOp.ComponentMask) : "");
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return texCall;
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}
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public static string TextureSize(CodeGenContext context, AstOperation operation)
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{
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AstTextureOperation texOp = (AstTextureOperation)operation;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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string samplerName = OperandManager.GetSamplerName(context.Config.Stage, texOp);
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IAstNode src0 = operation.GetSource(isBindless ? 1 : 0);
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string src0Expr = GetSoureExpr(context, src0, GetSrcVarType(operation.Inst, 0));
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return $"textureSize({samplerName}, {src0Expr}){GetMask(texOp.ComponentMask)}";
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}
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private static string GetMask(int compMask)
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{
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string mask = ".";
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for (int index = 0; index < 4; index++)
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{
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if ((compMask & (1 << index)) != 0)
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{
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mask += "rgba".Substring(index, 1);
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}
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}
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return mask;
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}
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}
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}
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