shader_recompiler: TXQ: Skip QueryLevels when possible
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11 changed files with 37 additions and 29 deletions
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@ -445,11 +445,13 @@ Id EmitImageFetch(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id c
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TextureImage(ctx, info, index), coords, operands.MaskOptional(), operands.Span());
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}
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Id EmitImageQueryDimensions(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id lod) {
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Id EmitImageQueryDimensions(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id lod,
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const IR::Value& skip_mips_val) {
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const auto info{inst->Flags<IR::TextureInstInfo>()};
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const Id image{TextureImage(ctx, info, index)};
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const Id zero{ctx.u32_zero_value};
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const auto mips{[&] { return ctx.OpImageQueryLevels(ctx.U32[1], image); }};
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const bool skip_mips{skip_mips_val.U1()};
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const auto mips{[&] { return skip_mips ? zero : ctx.OpImageQueryLevels(ctx.U32[1], image); }};
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switch (info.type) {
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case TextureType::Color1D:
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return ctx.OpCompositeConstruct(ctx.U32[4], ctx.OpImageQuerySizeLod(ctx.U32[1], image, lod),
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