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@ -40,7 +40,7 @@ static std::size_t GetCoordCount(TextureType texture_type) {
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u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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bool is_bindless = false;
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switch (opcode->get().GetId()) {
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case OpCode::Id::TEX: {
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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@ -54,7 +54,25 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const auto process_mode = instr.tex.GetTextureProcessMode();
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WriteTexInstructionFloat(
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bb, instr,
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GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi));
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GetTexCode(instr, texture_type, process_mode, depth_compare, is_array, is_aoffi, {}));
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break;
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}
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case OpCode::Id::TEX_B: {
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UNIMPLEMENTED_IF_MSG(instr.tex.UsesMiscMode(TextureMiscMode::AOFFI),
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"AOFFI is not implemented");
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if (instr.tex.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TEX.NODEP implementation is incomplete");
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}
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const TextureType texture_type{instr.tex_b.texture_type};
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const bool is_array = instr.tex_b.array != 0;
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const bool is_aoffi = instr.tex.UsesMiscMode(TextureMiscMode::AOFFI);
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const bool depth_compare = instr.tex_b.UsesMiscMode(TextureMiscMode::DC);
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const auto process_mode = instr.tex_b.GetTextureProcessMode();
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WriteTexInstructionFloat(bb, instr,
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GetTexCode(instr, texture_type, process_mode, depth_compare,
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is_array, is_aoffi, {instr.gpr20}));
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break;
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}
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case OpCode::Id::TEXS: {
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@ -134,6 +152,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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WriteTexsInstructionFloat(bb, instr, values);
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break;
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}
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case OpCode::Id::TXQ_B:
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is_bindless = true;
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[[fallthrough]];
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case OpCode::Id::TXQ: {
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if (instr.txq.UsesMiscMode(TextureMiscMode::NODEP)) {
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LOG_WARNING(HW_GPU, "TXQ.NODEP implementation is incomplete");
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@ -143,7 +164,10 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// Sadly, not all texture instructions specify the type of texture their sampler
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// uses. This must be fixed at a later instance.
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const auto& sampler =
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GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
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is_bindless
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? GetBindlessSampler(instr.gpr8, Tegra::Shader::TextureType::Texture2D, false,
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false)
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: GetSampler(instr.sampler, Tegra::Shader::TextureType::Texture2D, false, false);
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u32 indexer = 0;
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switch (instr.txq.query_type) {
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@ -154,7 +178,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, element};
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const Node value =
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Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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Operation(OperationCode::TextureQueryDimensions, meta,
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GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0)));
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SetTemporal(bb, indexer++, value);
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}
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for (u32 i = 0; i < indexer; ++i) {
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@ -168,6 +193,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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}
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break;
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}
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case OpCode::Id::TMML_B:
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is_bindless = true;
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[[fallthrough]];
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case OpCode::Id::TMML: {
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UNIMPLEMENTED_IF_MSG(instr.tmml.UsesMiscMode(Tegra::Shader::TextureMiscMode::NDV),
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"NDV is not implemented");
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@ -178,7 +206,9 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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auto texture_type = instr.tmml.texture_type.Value();
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const bool is_array = instr.tmml.array != 0;
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const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, false);
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const auto& sampler = is_bindless
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? GetBindlessSampler(instr.gpr20, texture_type, is_array, false)
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: GetSampler(instr.sampler, texture_type, is_array, false);
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std::vector<Node> coords;
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@ -199,17 +229,19 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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coords.push_back(GetRegister(instr.gpr8.Value() + 1));
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texture_type = TextureType::Texture2D;
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}
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u32 indexer = 0;
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for (u32 element = 0; element < 2; ++element) {
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if (!instr.tmml.IsComponentEnabled(element)) {
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continue;
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}
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auto params = coords;
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, element};
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporal(bb, element, value);
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SetTemporal(bb, indexer++, value);
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}
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for (u32 element = 0; element < 2; ++element) {
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SetRegister(bb, instr.gpr0.Value() + element, GetTemporal(element));
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for (u32 i = 0; i < indexer; ++i) {
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SetRegister(bb, instr.gpr0.Value() + i, GetTemporal(i));
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}
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break;
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}
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case OpCode::Id::TLDS: {
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@ -254,6 +286,34 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler, Textu
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return *used_samplers.emplace(entry).first;
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}
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const Sampler& ShaderIR::GetBindlessSampler(const Tegra::Shader::Register& reg, TextureType type,
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bool is_array, bool is_shadow) {
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const Node sampler_register = GetRegister(reg);
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const Node base_sampler =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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const auto cbuf = std::get_if<CbufNode>(base_sampler);
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const auto cbuf_offset_imm = std::get_if<ImmediateNode>(cbuf->GetOffset());
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ASSERT(cbuf_offset_imm != nullptr);
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const auto cbuf_offset = cbuf_offset_imm->GetValue();
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const auto cbuf_index = cbuf->GetIndex();
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const u64 cbuf_key = (cbuf_index << 32) | cbuf_offset;
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// If this sampler has already been used, return the existing mapping.
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const auto itr =
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std::find_if(used_samplers.begin(), used_samplers.end(),
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[&](const Sampler& entry) { return entry.GetOffset() == cbuf_key; });
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if (itr != used_samplers.end()) {
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ASSERT(itr->GetType() == type && itr->IsArray() == is_array &&
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itr->IsShadow() == is_shadow);
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return *itr;
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}
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// Otherwise create a new mapping for this sampler
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const std::size_t next_index = used_samplers.size();
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const Sampler entry{cbuf_index, cbuf_offset, next_index, type, is_array, is_shadow};
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return *used_samplers.emplace(entry).first;
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}
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void ShaderIR::WriteTexInstructionFloat(NodeBlock& bb, Instruction instr, const Node4& components) {
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u32 dest_elem = 0;
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for (u32 elem = 0; elem < 4; ++elem) {
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@ -326,22 +386,27 @@ void ShaderIR::WriteTexsInstructionHalfFloat(NodeBlock& bb, Instruction instr,
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Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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TextureProcessMode process_mode, std::vector<Node> coords,
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Node array, Node depth_compare, u32 bias_offset,
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std::vector<Node> aoffi) {
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std::vector<Node> aoffi,
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std::optional<Tegra::Shader::Register> bindless_reg) {
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const bool is_array = array;
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const bool is_shadow = depth_compare;
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const bool is_bindless = bindless_reg.has_value();
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UNIMPLEMENTED_IF_MSG((texture_type == TextureType::Texture3D && (is_array || is_shadow)) ||
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(texture_type == TextureType::TextureCube && is_array && is_shadow),
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"This method is not supported.");
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const auto& sampler = GetSampler(instr.sampler, texture_type, is_array, is_shadow);
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const auto& sampler = is_bindless
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? GetBindlessSampler(*bindless_reg, texture_type, is_array, is_shadow)
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: GetSampler(instr.sampler, texture_type, is_array, is_shadow);
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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process_mode == TextureProcessMode::LLA;
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// LOD selection (either via bias or explicit textureLod) not supported in GL for
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// sampler2DArrayShadow and samplerCubeArrayShadow.
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// LOD selection (either via bias or explicit textureLod) not
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// supported in GL for sampler2DArrayShadow and
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// samplerCubeArrayShadow.
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const bool gl_lod_supported =
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!((texture_type == Tegra::Shader::TextureType::Texture2D && is_array && is_shadow) ||
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(texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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@ -359,8 +424,9 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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lod = Immediate(0.0f);
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break;
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case TextureProcessMode::LB:
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// If present, lod or bias are always stored in the register indexed by the gpr20
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// field with an offset depending on the usage of the other registers
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// If present, lod or bias are always stored in the register
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// indexed by the gpr20 field with an offset depending on the
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// usage of the other registers
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bias = GetRegister(instr.gpr20.Value() + bias_offset);
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break;
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case TextureProcessMode::LL:
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@ -384,11 +450,18 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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TextureProcessMode process_mode, bool depth_compare, bool is_array,
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bool is_aoffi) {
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bool is_aoffi, std::optional<Tegra::Shader::Register> bindless_reg) {
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const bool lod_bias_enabled{
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(process_mode != TextureProcessMode::None && process_mode != TextureProcessMode::LZ)};
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const bool is_bindless = bindless_reg.has_value();
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u64 parameter_register = instr.gpr20.Value();
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if (is_bindless) {
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++parameter_register;
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}
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const u32 bias_lod_offset = (is_bindless ? 1 : 0);
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if (lod_bias_enabled) {
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++parameter_register;
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}
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@ -423,7 +496,8 @@ Node4 ShaderIR::GetTexCode(Instruction instr, TextureType texture_type,
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dc = GetRegister(parameter_register++);
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}
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, 0, aoffi);
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_lod_offset,
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aoffi, bindless_reg);
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}
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Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
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@ -459,7 +533,8 @@ Node4 ShaderIR::GetTexsCode(Instruction instr, TextureType texture_type,
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dc = GetRegister(depth_register);
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}
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {});
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return GetTextureCode(instr, texture_type, process_mode, coords, array, dc, bias_offset, {},
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{});
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}
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Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool depth_compare,
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