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shader_recompiler: Fix spelling of "derivate" (#12067)
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10 changed files with 61 additions and 60 deletions
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@ -548,15 +548,15 @@ void EmitImageGradient(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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if (sparse_inst) {
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throw NotImplementedException("EmitImageGradient Sparse");
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}
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if (!offset.IsEmpty() && info.num_derivates <= 2) {
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if (!offset.IsEmpty() && info.num_derivatives <= 2) {
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throw NotImplementedException("EmitImageGradient offset");
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}
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const auto texture{Texture(ctx, info, index)};
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const auto texel{ctx.var_alloc.Define(inst, GlslVarType::F32x4)};
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const bool multi_component{info.num_derivates > 1 || info.has_lod_clamp};
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const bool multi_component{info.num_derivatives > 1 || info.has_lod_clamp};
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const auto derivatives_vec{ctx.var_alloc.Consume(derivatives)};
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if (multi_component) {
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if (info.num_derivates >= 3) {
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if (info.num_derivatives >= 3) {
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const auto offset_vec{ctx.var_alloc.Consume(offset)};
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ctx.Add("{}=textureGrad({},{},vec3({}.xz, {}.x),vec3({}.yw, {}.y));", texel, texture,
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coords, derivatives_vec, offset_vec, derivatives_vec, offset_vec);
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