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Fix depth compare value for TLD4S shader instruction with offset (#6253)
* Fix depth compare value for TLD4S shader instruction with offset * Shader cache version bump
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 5958;
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private const uint CodeGenVersion = 6253;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -578,12 +578,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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type = SamplerType.Texture2D;
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flags = TextureFlags.Gather;
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if (tld4sOp.Dc)
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{
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sourcesList.Add(Rb());
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type |= SamplerType.Shadow;
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}
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int depthCompareIndex = sourcesList.Count;
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if (tld4sOp.Aoffi)
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{
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@ -592,7 +587,13 @@ namespace Ryujinx.Graphics.Shader.Instructions
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flags |= TextureFlags.Offset;
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}
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if (!tld4sOp.Dc)
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if (tld4sOp.Dc)
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{
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sourcesList.Insert(depthCompareIndex, Rb());
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type |= SamplerType.Shadow;
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}
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else
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{
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sourcesList.Add(Const((int)tld4sOp.TexComp));
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}
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