spirv: Workaround image unsigned offset bug
Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
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4ead714910
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@ -122,10 +122,6 @@ public:
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return Constant(U32[1], value);
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}
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Id Const(f32 value) {
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return Constant(F32[1], value);
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}
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Id Const(u32 element_1, u32 element_2) {
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return ConstantComposite(U32[2], Const(element_1), Const(element_2));
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}
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@ -139,6 +135,27 @@ public:
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Const(element_4));
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}
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Id SConst(s32 value) {
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return Constant(S32[1], value);
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}
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Id SConst(s32 element_1, s32 element_2) {
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return ConstantComposite(S32[2], SConst(element_1), SConst(element_2));
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}
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Id SConst(s32 element_1, s32 element_2, s32 element_3) {
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return ConstantComposite(S32[3], SConst(element_1), SConst(element_2), SConst(element_3));
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}
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Id SConst(s32 element_1, s32 element_2, s32 element_3, s32 element_4) {
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return ConstantComposite(S32[4], SConst(element_1), SConst(element_2), SConst(element_3),
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SConst(element_4));
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}
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Id Const(f32 value) {
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return Constant(F32[1], value);
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}
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const Profile& profile;
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Stage stage{};
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@ -104,7 +104,7 @@ private:
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return;
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}
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if (offset.IsImmediate()) {
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Add(spv::ImageOperandsMask::ConstOffset, ctx.Const(offset.U32()));
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Add(spv::ImageOperandsMask::ConstOffset, ctx.SConst(offset.U32()));
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return;
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}
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IR::Inst* const inst{offset.InstRecursive()};
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@ -112,15 +112,15 @@ private:
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switch (inst->GetOpcode()) {
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case IR::Opcode::CompositeConstructU32x2:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32()));
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32()));
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return;
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case IR::Opcode::CompositeConstructU32x3:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32()));
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32()));
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return;
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case IR::Opcode::CompositeConstructU32x4:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32(),
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32(),
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inst->Arg(3).U32()));
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return;
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default:
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