Shader_Ir: default failed tracks on bindless samplers to null values.
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271a3264f3
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@ -129,7 +129,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const Node component = Immediate(static_cast<u32>(instr.tld4s.component));
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const SamplerInfo info{TextureType::Texture2D, false, depth_compare};
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const auto& sampler = GetSampler(instr.sampler, info);
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const Sampler& sampler = *GetSampler(instr.sampler, info);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -154,9 +154,17 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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const auto texture_type = instr.txd.texture_type.Value();
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const auto coord_count = GetCoordCount(texture_type);
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const auto& sampler = is_bindless
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const Sampler* sampler = is_bindless
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? GetBindlessSampler(base_reg, {{texture_type, false, false}})
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: GetSampler(instr.sampler, {{texture_type, false, false}});
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Node4 values;
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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WriteTexInstructionFloat(bb, instr, values);
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break;
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}
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if (is_bindless) {
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base_reg++;
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}
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@ -170,9 +178,8 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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derivates.push_back(GetRegister(derivate_reg + derivate + 1));
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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MetaTexture meta{sampler, {}, {}, {}, derivates, {}, {}, {}, element};
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MetaTexture meta{*sampler, {}, {}, {}, derivates, {}, {}, {}, element};
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values[element] = Operation(OperationCode::TextureGradient, std::move(meta), coords);
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}
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@ -187,9 +194,24 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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// TODO: The new commits on the texture refactor, change the way samplers work.
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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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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(instr.gpr8) : GetSampler(instr.sampler);
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if (sampler == nullptr) {
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u32 indexer = 0;
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for (u32 element = 0; element < 4; ++element) {
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if (!instr.txq.IsComponentEnabled(element)) {
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continue;
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}
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const Node value = Immediate(0);
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SetTemporary(bb, indexer++, value);
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}
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for (u32 i = 0; i < indexer; ++i) {
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SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
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}
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break;
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}
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u32 indexer = 0;
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switch (instr.txq.query_type) {
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case Tegra::Shader::TextureQueryType::Dimension: {
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@ -197,7 +219,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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if (!instr.txq.IsComponentEnabled(element)) {
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continue;
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}
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MetaTexture meta{sampler, {}, {}, {}, {}, {}, {}, {}, element};
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MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
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const Node value =
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Operation(OperationCode::TextureQueryDimensions, meta,
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GetRegister(instr.gpr8.Value() + (is_bindless ? 1 : 0)));
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@ -223,9 +245,24 @@ 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 =
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(instr.gpr20) : GetSampler(instr.sampler);
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if (sampler == nullptr) {
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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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const Node value = Immediate(0);
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SetTemporary(bb, indexer++, value);
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}
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for (u32 i = 0; i < indexer; ++i) {
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SetRegister(bb, instr.gpr0.Value() + i, GetTemporary(i));
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}
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break;
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}
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std::vector<Node> coords;
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// TODO: Add coordinates for different samplers once other texture types are implemented.
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@ -251,7 +288,7 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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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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MetaTexture meta{*sampler, {}, {}, {}, {}, {}, {}, {}, element};
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const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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SetTemporary(bb, indexer++, value);
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}
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@ -307,7 +344,7 @@ ShaderIR::SamplerInfo ShaderIR::GetSamplerInfo(std::optional<SamplerInfo> sample
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sampler->is_buffer != 0};
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}
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const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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const Sampler* ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info) {
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const auto offset = static_cast<u32>(sampler.index.Value());
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const auto info = GetSamplerInfo(sampler_info, offset);
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@ -319,21 +356,24 @@ const Sampler& ShaderIR::GetSampler(const Tegra::Shader::Sampler& sampler,
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if (it != used_samplers.end()) {
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ASSERT(!it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow && it->IsBuffer() == info.is_buffer);
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return *it;
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return &(*it);
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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return &used_samplers.emplace_back(next_index, offset, info.type, info.is_array, info.is_shadow,
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info.is_buffer);
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}
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const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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const Sampler* ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info) {
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const Node sampler_register = GetRegister(reg);
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const auto [base_sampler, buffer, offset] =
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TrackCbuf(sampler_register, global_code, static_cast<s64>(global_code.size()));
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ASSERT(base_sampler != nullptr);
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if (base_sampler == nullptr) {
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return nullptr;
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}
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const auto info = GetSamplerInfo(sampler_info, offset, buffer);
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@ -346,12 +386,12 @@ const Sampler& ShaderIR::GetBindlessSampler(Tegra::Shader::Register reg,
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if (it != used_samplers.end()) {
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ASSERT(it->IsBindless() && it->GetType() == info.type && it->IsArray() == info.is_array &&
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it->IsShadow() == info.is_shadow);
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return *it;
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return &(*it);
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}
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// Otherwise create a new mapping for this sampler
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const auto next_index = static_cast<u32>(used_samplers.size());
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return used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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return &used_samplers.emplace_back(next_index, offset, buffer, info.type, info.is_array,
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info.is_shadow, info.is_buffer);
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}
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@ -438,8 +478,15 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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"This method is not supported.");
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const SamplerInfo info{texture_type, is_array, is_shadow, false};
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const auto& sampler =
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const Sampler* sampler =
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is_bindless ? GetBindlessSampler(*bindless_reg, info) : GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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return values;
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}
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const bool lod_needed = process_mode == TextureProcessMode::LZ ||
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process_mode == TextureProcessMode::LL ||
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@ -478,10 +525,10 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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}
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}
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto copy_coords = coords;
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MetaTexture meta{sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
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MetaTexture meta{*sampler, array, depth_compare, aoffi, {}, bias, lod, {}, element};
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values[element] = Operation(read_method, meta, std::move(copy_coords));
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}
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@ -594,8 +641,15 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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u64 parameter_register = instr.gpr20.Value();
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const SamplerInfo info{texture_type, is_array, depth_compare, false};
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const auto& sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
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const Sampler* sampler = is_bindless ? GetBindlessSampler(parameter_register++, info)
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: GetSampler(instr.sampler, info);
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Node4 values;
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if (sampler == nullptr) {
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for (u32 element = 0; element < values.size(); ++element) {
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values[element] = Immediate(0);
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}
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return values;
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}
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std::vector<Node> aoffi;
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if (is_aoffi) {
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@ -610,10 +664,9 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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const Node component = is_bindless ? Immediate(static_cast<u32>(instr.tld4_b.component))
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: Immediate(static_cast<u32>(instr.tld4.component));
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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MetaTexture meta{sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component,
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MetaTexture meta{*sampler, GetRegister(array_register), dc, aoffi, {}, {}, {}, component,
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element};
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values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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}
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@ -642,7 +695,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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// const Node aoffi_register{is_aoffi ? GetRegister(gpr20_cursor++) : nullptr};
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// const Node multisample{is_multisample ? GetRegister(gpr20_cursor++) : nullptr};
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const auto& sampler = GetSampler(instr.sampler);
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const auto& sampler = *GetSampler(instr.sampler);
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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@ -655,7 +708,7 @@ Node4 ShaderIR::GetTldCode(Tegra::Shader::Instruction instr) {
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}
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Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is_array) {
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const auto& sampler = GetSampler(instr.sampler);
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const Sampler& sampler = *GetSampler(instr.sampler);
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const std::size_t type_coord_count = GetCoordCount(texture_type);
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const bool lod_enabled = instr.tlds.GetTextureProcessMode() == TextureProcessMode::LL;
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@ -313,11 +313,11 @@ private:
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std::optional<u32> buffer = std::nullopt);
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/// Accesses a texture sampler
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const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
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const Sampler* GetSampler(const Tegra::Shader::Sampler& sampler,
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std::optional<SamplerInfo> sampler_info = std::nullopt);
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/// Accesses a texture sampler for a bindless texture.
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const Sampler& GetBindlessSampler(Tegra::Shader::Register reg,
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const Sampler* GetBindlessSampler(Tegra::Shader::Register reg,
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std::optional<SamplerInfo> sampler_info = std::nullopt);
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/// Accesses an image.
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