Support texture rectangle targets (non-normalized coords)
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2eccc7023a
commit
9d7a142a48
23 changed files with 473 additions and 356 deletions
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@ -27,9 +27,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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node = RewriteGlobalAccess(node, config);
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}
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if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
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if (operation.Inst == Instruction.TextureSample)
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{
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node = RewriteTextureSample(node);
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node = RewriteTextureSample(node, config);
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}
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}
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}
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@ -79,7 +79,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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sbSlot = PrependOperation(Instruction.ConditionalSelect, inRange, Const(slot), sbSlot);
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}
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Operand alignMask = Const(-config.Capabilities.StorageBufferOffsetAlignment);
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Operand alignMask = Const(-config.QueryInfo(QueryInfoName.StorageBufferOffsetAlignment));
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Operand baseAddrTrunc = PrependOperation(Instruction.BitwiseAnd, sbBaseAddrLow, Const(-64));
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Operand byteOffset = PrependOperation(Instruction.Subtract, addrLow, baseAddrTrunc);
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@ -124,23 +124,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
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private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node, ShaderConfig config)
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{
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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TextureOperation texOp = (TextureOperation)node.Value;
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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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if (!(hasOffset || hasOffsets))
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.QueryInfoBool(QueryInfoName.SupportsNonConstantTextureOffset);
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bool isRect = config.QueryInfoBool(QueryInfoName.IsTextureRectangle, texOp.Handle);
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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@ -159,14 +154,24 @@ namespace Ryujinx.Graphics.Shader.Translation
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int coordsCount = texOp.Type.GetDimensions();
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int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
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int offsetsCount;
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if (hasOffsets)
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{
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offsetsCount = coordsCount * 4;
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}
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else if (hasOffset)
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{
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offsetsCount = coordsCount;
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}
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else
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{
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offsetsCount = 0;
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}
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Operand[] offsets = new Operand[offsetsCount];
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Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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int srcIndex = 0;
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int dstIndex = 0;
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int copyCount = 0;
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if (isBindless || isIndexed)
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@ -207,6 +212,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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copyCount++;
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}
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int srcIndex = 0;
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int dstIndex = 0;
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for (int index = 0; index < copyCount; index++)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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@ -223,7 +231,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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offsets[index] = offset;
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}
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if (areAllOffsetsConstant)
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hasInvalidOffset &= !areAllOffsetsConstant;
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if (!(hasInvalidOffset || isRect))
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{
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return node;
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}
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@ -240,50 +250,32 @@ namespace Ryujinx.Graphics.Shader.Translation
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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if (intCoords)
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int componentIndex = texOp.Index;
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Operand Int(Operand value)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Operand res = Local();
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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return res;
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}
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else
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Operand Float(Operand value)
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{
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Operand lod = Local();
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Operand res = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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Operand Int(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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return res;
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}
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Operand Float(Operand value)
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{
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Operand res = Local();
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node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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return res;
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}
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return res;
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}
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// Emulate texture rectangle by normalizing the coordinates on the shader.
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// When sampler*Rect is used, the coords are expected to the in the [0, W or H] range,
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// and otherwise, it is expected to be in the [0, 1] range.
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// We normalize by dividing the coords by the texture size.
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if (isRect && !intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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@ -292,11 +284,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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texSizeSources = new Operand[] { sources[0], Const(0) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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texSizeSources = new Operand[] { Const(0) };
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}
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node.List.AddBefore(node, new TextureOperation(
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@ -308,35 +300,101 @@ namespace Ryujinx.Graphics.Shader.Translation
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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Operand coordNormalized = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, coordNormalized, source, Float(coordSize)));
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sources[coordsIndex + index] = coordPlusOffset;
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sources[coordsIndex + index] = coordNormalized;
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}
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}
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int componentIndex;
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if (isGather && !isShadow)
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// Technically, non-constant texture offsets are not allowed (according to the spec),
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// however some GPUs does support that.
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// For GPUs where it is not supported, we can replace the instruction with the following:
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// For texture*Offset, we replace it by texture*, and add the offset to the P coords.
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// The offset can be calculated as offset / textureSize(lod), where lod = textureQueryLod(coords).
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// For texelFetchOffset, we replace it by texelFetch and add the offset to the P coords directly.
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// For textureGatherOffset, we take advantage of the fact that the operation is already broken down
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// to read the 4 pixels separately, and just replace it with 4 textureGather with a different offset
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// for each pixel.
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if (hasInvalidOffset)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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if (intCoords)
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{
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for (int index = 0; index < coordsCount; index++)
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{
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Operand source = sources[coordsIndex + index];
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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Operand coordPlusOffset = Local();
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componentIndex = gatherComponent.Value;
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}
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else
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{
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componentIndex = texOp.Index;
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node.List.AddBefore(node, new Operation(Instruction.Add, coordPlusOffset, source, offsets[index]));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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else
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{
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Operand lod = Local();
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node.List.AddBefore(node, new TextureOperation(
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Instruction.Lod,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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1,
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lod,
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lodSources));
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for (int index = 0; index < coordsCount; index++)
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{
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Operand coordSize = Local();
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Operand[] texSizeSources;
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if (isBindless || isIndexed)
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{
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texSizeSources = new Operand[] { sources[0], Int(lod) };
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}
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else
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{
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texSizeSources = new Operand[] { Int(lod) };
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}
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node.List.AddBefore(node, new TextureOperation(
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Instruction.TextureSize,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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index,
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coordSize,
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texSizeSources));
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Operand offset = Local();
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Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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Operand source = sources[coordsIndex + index];
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Operand coordPlusOffset = Local();
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node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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sources[coordsIndex + index] = coordPlusOffset;
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}
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}
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if (isGather && !isShadow)
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{
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Operand gatherComponent = sources[dstIndex - 1];
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Debug.Assert(gatherComponent.Type == OperandType.Constant);
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componentIndex = gatherComponent.Value;
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}
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}
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TextureOperation newTexOp = new TextureOperation(
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