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Merge pull request #3633 from ReinUsesLisp/clean-texdec
shader/texture: Remove type mismatches management from shader decoder
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commit
47036859eb
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@ -780,20 +780,6 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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// When lod is used always is in gpr20
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// When lod is used always is in gpr20
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const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
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const Node lod = lod_enabled ? GetRegister(instr.gpr20) : Immediate(0);
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// Fill empty entries from the guest sampler
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const std::size_t entry_coord_count = GetCoordCount(sampler.GetType());
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if (type_coord_count != entry_coord_count) {
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LOG_WARNING(HW_GPU, "Bound and built texture types mismatch");
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// When the size is higher we insert zeroes
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for (std::size_t i = type_coord_count; i < entry_coord_count; ++i) {
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coords.push_back(GetRegister(Register::ZeroIndex));
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}
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// Then we ensure the size matches the number of entries (dropping unused values)
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coords.resize(entry_coord_count);
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}
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Node4 values;
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Node4 values;
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for (u32 element = 0; element < values.size(); ++element) {
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for (u32 element = 0; element < values.size(); ++element) {
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auto coords_copy = coords;
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auto coords_copy = coords;
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