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Convert 1D texture targets to 2D (#1584)
* Convert 1D texture targets to 2D * Fix typo * Simplify some code * Should mask that too * Consistency
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@ -144,6 +144,22 @@ namespace Ryujinx.Graphics.Gpu.Image
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Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);
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// We use 2D targets for 1D textures as that makes texture cache
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// management easier. We don't know the target for render target
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// and copies, so those would normally use 2D targets, which are
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// not compatible with 1D targets. By doing that we also allow those
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// to match when looking for compatible textures on the cache.
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if (target == Target.Texture1D)
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{
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target = Target.Texture2D;
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height = 1;
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}
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else if (target == Target.Texture1DArray)
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{
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target = Target.Texture2DArray;
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height = 1;
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}
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uint format = descriptor.UnpackFormat();
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bool srgb = descriptor.UnpackSrgb();
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@ -11,6 +11,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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static partial class InstEmit
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{
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private const bool Sample1DAs2D = true;
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public static void Suld(EmitterContext context)
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{
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OpCodeImage op = (OpCodeImage)context.CurrOp;
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@ -38,10 +40,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return context.Copy(Register(raIndex++, RegisterType.Gpr));
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}
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bool isArray = op.Dimensions == ImageDimensions.Image1DArray ||
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op.Dimensions == ImageDimensions.Image2DArray;
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Operand arrayIndex = isArray ? Ra() : null;
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Operand arrayIndex = type.HasFlag(SamplerType.Array) ? Ra() : null;
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List<Operand> sourcesList = new List<Operand>();
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@ -57,7 +56,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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if (isArray)
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if (Sample1DAs2D && (type & SamplerType.Mask) == SamplerType.Texture1D)
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{
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sourcesList.Add(Const(0));
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type &= ~SamplerType.Mask;
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type |= SamplerType.Texture2D;
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}
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if (type.HasFlag(SamplerType.Array))
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{
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sourcesList.Add(arrayIndex);
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@ -186,10 +193,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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return context.Copy(Register(rbIndex++, RegisterType.Gpr));
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}
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bool isArray = op.Dimensions == ImageDimensions.Image1DArray ||
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op.Dimensions == ImageDimensions.Image2DArray;
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Operand arrayIndex = isArray ? Ra() : null;
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Operand arrayIndex = type.HasFlag(SamplerType.Array) ? Ra() : null;
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List<Operand> sourcesList = new List<Operand>();
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@ -205,7 +209,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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if (isArray)
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if (Sample1DAs2D && (type & SamplerType.Mask) == SamplerType.Texture1D)
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{
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sourcesList.Add(Const(0));
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type &= ~SamplerType.Mask;
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type |= SamplerType.Texture2D;
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}
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if (type.HasFlag(SamplerType.Array))
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{
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sourcesList.Add(arrayIndex);
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@ -355,6 +367,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags = ConvertTextureFlags(texsOp.Target);
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// We don't need to handle 1D -> Buffer conversions here as
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// only texture sample with integer coordinates can ever use buffer targets.
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if ((type & SamplerType.Array) != 0)
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{
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Operand arrayIndex = Ra();
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@ -380,6 +395,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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case TextureTarget.Texture1DLodZero:
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sourcesList.Add(Ra());
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if (Sample1DAs2D)
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{
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sourcesList.Add(ConstF(0));
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type &= ~SamplerType.Mask;
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type |= SamplerType.Texture2D;
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}
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sourcesList.Add(ConstF(0));
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break;
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@ -423,7 +447,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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else if (op is OpCodeTlds tldsOp)
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{
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type = ConvertSamplerType (tldsOp.Target);
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type = ConvertSamplerType(tldsOp.Target);
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if (type == SamplerType.None)
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{
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@ -449,12 +473,29 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (type != SamplerType.TextureBuffer)
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{
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sourcesList.Add(Const(0));
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if (Sample1DAs2D)
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{
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sourcesList.Add(ConstF(0));
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type &= ~SamplerType.Mask;
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type |= SamplerType.Texture2D;
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}
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sourcesList.Add(ConstF(0));
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}
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break;
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case TexelLoadTarget.Texture1DLodLevel:
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sourcesList.Add(Ra());
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if (Sample1DAs2D)
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{
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sourcesList.Add(ConstF(0));
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type &= ~SamplerType.Mask;
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type |= SamplerType.Texture2D;
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}
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sourcesList.Add(Rb());
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break;
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@ -649,6 +690,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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bool is1DTo2D = Sample1DAs2D && type == SamplerType.Texture1D;
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if (is1DTo2D)
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{
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sourcesList.Add(ConstF(0));
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type = SamplerType.Texture2D;
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}
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if (op.IsArray)
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{
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sourcesList.Add(arrayIndex);
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@ -679,6 +729,14 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(context.BitfieldExtractS32(packed, Const((index & 3) * 8), Const(6)));
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}
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if (is1DTo2D)
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{
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for (int index = 0; index < offsetTexelsCount; index++)
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{
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sourcesList.Add(Const(0));
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}
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}
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flags |= op.Offset == TextureGatherOffset.Offsets
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? TextureFlags.Offsets
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: TextureFlags.Offset;
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@ -786,6 +844,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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if (Sample1DAs2D && type == SamplerType.Texture1D)
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{
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sourcesList.Add(ConstF(0));
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type = SamplerType.Texture2D;
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}
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if (op.IsArray)
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{
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sourcesList.Add(arrayIndex);
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@ -898,6 +963,15 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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bool is1DTo2D = Sample1DAs2D && type == SamplerType.Texture1D;
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if (is1DTo2D)
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{
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sourcesList.Add(ConstF(0));
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type = SamplerType.Texture2D;
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}
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Operand packedParams = Ra();
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if (op.IsArray)
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@ -911,6 +985,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
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for (int dIndex = 0; dIndex < 2 * coordsCount; dIndex++)
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{
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sourcesList.Add(Rb());
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if (is1DTo2D)
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{
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sourcesList.Add(ConstF(0));
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}
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}
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if (op.HasOffset)
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@ -920,6 +999,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(context.BitfieldExtractS32(packedParams, Const(16 + index * 4), Const(4)));
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}
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if (is1DTo2D)
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{
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sourcesList.Add(Const(0));
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}
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flags |= TextureFlags.Offset;
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}
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@ -1114,6 +1198,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
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sourcesList.Add(Ra());
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}
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if (Sample1DAs2D && type == SamplerType.Texture1D)
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{
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sourcesList.Add(ConstF(0));
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type = SamplerType.Texture2D;
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}
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if (op.IsArray)
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{
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sourcesList.Add(arrayIndex);
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