glsl: Implement TEX ImageSample functions
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b98de76ea8
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@ -23,6 +23,10 @@ std::string_view InterpDecorator(Interpolation interp) {
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std::string_view SamplerType(TextureType type) {
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std::string_view SamplerType(TextureType type) {
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switch (type) {
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switch (type) {
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case TextureType::Color1D:
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return "sampler1D";
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case TextureType::ColorArray1D:
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return "sampler1DArray";
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case TextureType::Color2D:
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case TextureType::Color2D:
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return "sampler2D";
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return "sampler2D";
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case TextureType::ColorArray2D:
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case TextureType::ColorArray2D:
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@ -31,6 +35,10 @@ std::string_view SamplerType(TextureType type) {
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return "sampler3D";
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return "sampler3D";
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case TextureType::ColorCube:
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case TextureType::ColorCube:
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return "samplerCube";
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return "samplerCube";
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case TextureType::ColorArrayCube:
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return "samplerCubeArray";
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case TextureType::Buffer:
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return "samplerBuffer";
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default:
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default:
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fmt::print("Texture type: {}", type);
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fmt::print("Texture type: {}", type);
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throw NotImplementedException("Texture type: {}", type);
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throw NotImplementedException("Texture type: {}", type);
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@ -101,6 +109,7 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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void EmitContext::SetupExtensions(std::string&) {
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void EmitContext::SetupExtensions(std::string&) {
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header += "#extension GL_ARB_separate_shader_objects : enable\n";
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header += "#extension GL_ARB_separate_shader_objects : enable\n";
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header += "#extension GL_ARB_sparse_texture2 : enable\n";
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// header += "#extension GL_ARB_texture_cube_map_array : enable\n";
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// header += "#extension GL_ARB_texture_cube_map_array : enable\n";
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if (info.uses_int64) {
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if (info.uses_int64) {
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
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@ -195,7 +195,7 @@ void EmitConvertF32U8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::In
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void EmitConvertF32U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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void EmitConvertF32U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view value) {
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[[maybe_unused]] std::string_view value) {
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ctx.AddF32("{}=float(uint({}));", inst, value);
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ctx.AddF32("{}=float(uint({}&0xffff));", inst, value);
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}
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}
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void EmitConvertF32U32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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void EmitConvertF32U32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -10,7 +10,7 @@
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namespace Shader::Backend::GLSL {
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namespace Shader::Backend::GLSL {
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namespace {
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namespace {
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std::string Texture(EmitContext& ctx, IR::TextureInstInfo info,
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std::string Texture(EmitContext& ctx, const IR::TextureInstInfo& info,
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[[maybe_unused]] const IR::Value& index) {
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[[maybe_unused]] const IR::Value& index) {
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if (info.type == TextureType::Buffer) {
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if (info.type == TextureType::Buffer) {
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throw NotImplementedException("TextureType::Buffer");
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throw NotImplementedException("TextureType::Buffer");
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@ -18,6 +18,32 @@ std::string Texture(EmitContext& ctx, IR::TextureInstInfo info,
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return fmt::format("tex{}", ctx.texture_bindings.at(info.descriptor_index));
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return fmt::format("tex{}", ctx.texture_bindings.at(info.descriptor_index));
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}
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}
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}
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}
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std::string CastToIntVec(std::string_view value, const IR::TextureInstInfo& info) {
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switch (info.type) {
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case TextureType::Color1D:
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return fmt::format("int({})", value);
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case TextureType::ColorArray1D:
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case TextureType::Color2D:
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return fmt::format("ivec2({})", value);
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case TextureType::ColorArray2D:
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case TextureType::Color3D:
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case TextureType::ColorCube:
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return fmt::format("ivec3({})", value);
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case TextureType::ColorArrayCube:
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return fmt::format("ivec4({})", value);
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default:
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throw NotImplementedException("Offset type {}", info.type.Value());
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}
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}
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IR::Inst* PrepareSparse(IR::Inst& inst) {
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const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
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if (sparse_inst) {
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sparse_inst->Invalidate();
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}
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return sparse_inst;
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}
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} // namespace
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} // namespace
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void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -26,18 +52,30 @@ void EmitImageSampleImplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
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[[maybe_unused]] std::string_view bias_lc,
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[[maybe_unused]] std::string_view bias_lc,
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[[maybe_unused]] const IR::Value& offset) {
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[[maybe_unused]] const IR::Value& offset) {
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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if (info.has_bias) {
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throw NotImplementedException("Bias texture samples");
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}
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if (info.has_lod_clamp) {
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if (info.has_lod_clamp) {
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throw NotImplementedException("Lod clamp samples");
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throw NotImplementedException("Lod clamp samples");
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}
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}
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const auto texture{Texture(ctx, info, index)};
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const auto texture{Texture(ctx, info, index)};
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const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
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const auto texel{ctx.reg_alloc.Define(inst, Type::F32x4)};
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const auto sparse_inst{PrepareSparse(inst)};
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if (!sparse_inst) {
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if (!offset.IsEmpty()) {
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if (!offset.IsEmpty()) {
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ctx.AddF32x4("{}=textureOffset({},{},ivec2({}));", inst, texture, coords,
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ctx.Add("{}=textureOffset({},{},{}{});", texel, texture, coords,
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ctx.reg_alloc.Consume(offset));
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CastToIntVec(ctx.reg_alloc.Consume(offset), info), bias);
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} else {
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} else {
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ctx.AddF32x4("{}=texture({},{});", inst, texture, coords);
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ctx.Add("{}=texture({},{}{});", texel, texture, coords, bias);
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}
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return;
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}
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// TODO: Query sparseTexels extension support
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if (!offset.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureOffsetARB({},{},{},{}{}));",
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*sparse_inst, texture, coords, CastToIntVec(ctx.reg_alloc.Consume(offset), info),
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texel, bias);
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} else {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureARB({},{},{}{}));", *sparse_inst,
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texture, coords, texel, bias);
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}
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}
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}
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}
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@ -54,11 +92,24 @@ void EmitImageSampleExplicitLod([[maybe_unused]] EmitContext& ctx, [[maybe_unuse
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throw NotImplementedException("Lod clamp samples");
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throw NotImplementedException("Lod clamp samples");
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}
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}
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const auto texture{Texture(ctx, info, index)};
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const auto texture{Texture(ctx, info, index)};
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const auto texel{ctx.reg_alloc.Define(inst, Type::F32x4)};
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const auto sparse_inst{PrepareSparse(inst)};
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if (!sparse_inst) {
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if (!offset.IsEmpty()) {
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if (!offset.IsEmpty()) {
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ctx.AddF32x4("{}=textureLodOffset({},{},{},ivec2({}));", inst, texture, coords, lod_lc,
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ctx.Add("{}=textureLodOffset({},{},{},{});", texel, texture, coords, lod_lc,
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ctx.reg_alloc.Consume(offset));
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CastToIntVec(ctx.reg_alloc.Consume(offset), info));
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} else {
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} else {
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ctx.AddF32x4("{}=textureLod({},{},{});", inst, texture, coords, lod_lc);
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ctx.Add("{}=textureLod({},{},{});", texel, texture, coords, lod_lc);
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}
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return;
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}
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if (!offset.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTexelFetchOffsetARB({},{},int({}),{},{}));",
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*sparse_inst, texture, CastToIntVec(coords, info), lod_lc,
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CastToIntVec(ctx.reg_alloc.Consume(offset), info), texel);
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} else {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureLodARB({},{},{},{}));", *sparse_inst,
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texture, coords, lod_lc, texel);
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}
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}
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}
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}
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