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glasm: Add support for texture offsets
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@ -120,7 +120,10 @@ void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Valu
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const std::string_view lod_clamp_mod{info.has_lod_clamp ? ".LODCLAMP" : ""};
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const std::string_view type{"2D"}; // FIXME
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const std::string texture{Texture(ctx, info, index)};
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std::string offset_vec;
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if (!offset.IsEmpty()) {
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offset_vec = fmt::format(",offset({})", Register{ctx.reg_alloc.Consume(offset)});
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}
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std::string coord_vec{fmt::to_string(Register{ctx.reg_alloc.Consume(coord)})};
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if (coord.InstRecursive()->HasUses()) {
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// Move non-dead coords to a separate register, although this should never happen because
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@ -131,26 +134,27 @@ void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Valu
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const Register ret{ctx.reg_alloc.Define(inst)};
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if (info.has_bias) {
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if (info.type == TextureType::ColorArrayCube) {
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ctx.Add("TXB.F{}{} {},{},{},{},ARRAYCUBE;", lod_clamp_mod, sparse_mod, ret, coord_vec,
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bias_lc, texture);
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ctx.Add("TXB.F{}{} {},{},{},{},ARRAYCUBE{};", lod_clamp_mod, sparse_mod, ret, coord_vec,
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bias_lc, texture, offset_vec);
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} else {
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if (info.has_lod_clamp) {
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ctx.Add("MOV.F {}.w,{}.x;"
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"TXB.F.LODCLAMP{} {},{},{}.y,{},{};",
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coord_vec, bias_lc, sparse_mod, ret, coord_vec, bias_lc, texture, type);
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"TXB.F.LODCLAMP{} {},{},{}.y,{},{}{};",
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coord_vec, bias_lc, sparse_mod, ret, coord_vec, bias_lc, texture, type,
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offset_vec);
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} else {
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ctx.Add("MOV.F {}.w,{}.x;"
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"TXB.F{} {},{},{},{};",
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coord_vec, bias_lc, sparse_mod, ret, coord_vec, texture, type);
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"TXB.F{} {},{},{},{}{};",
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coord_vec, bias_lc, sparse_mod, ret, coord_vec, texture, type, offset_vec);
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}
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}
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} else {
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if (info.has_lod_clamp && info.type == TextureType::ColorArrayCube) {
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ctx.Add("TEX.F.LODCLAMP{} {},{},{},{},ARRAYCUBE;", sparse_mod, ret, coord_vec, bias_lc,
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texture);
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ctx.Add("TEX.F.LODCLAMP{} {},{},{},{},ARRAYCUBE{};", sparse_mod, ret, coord_vec,
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bias_lc, texture, offset_vec);
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} else {
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ctx.Add("TEX.F{}{} {},{},{},{};", lod_clamp_mod, sparse_mod, ret, coord_vec, texture,
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type);
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ctx.Add("TEX.F{}{} {},{},{},{}{};", lod_clamp_mod, sparse_mod, ret, coord_vec, texture,
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type, offset_vec);
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}
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}
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if (sparse_inst) {
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