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shader_decode: Implement TEXS (F32)
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2 changed files with 217 additions and 0 deletions
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@ -675,6 +675,24 @@ private:
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/// Returns a condition code evaluated from internal flags
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Node GetConditionCode(Tegra::Shader::ConditionCode cc);
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/// Accesses a texture sampler
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const Sampler& GetSampler(const Tegra::Shader::Sampler& sampler,
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Tegra::Shader::TextureType type, bool is_array, bool is_shadow);
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void WriteTexsInstructionFloat(BasicBlock& bb, Tegra::Shader::Instruction instr, Node texture);
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Node GetTexsCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
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Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
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bool is_array);
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std::tuple<std::size_t, std::size_t> ValidateAndGetCoordinateElement(
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Tegra::Shader::TextureType texture_type, bool depth_compare, bool is_array,
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bool lod_bias_enabled, std::size_t max_coords, std::size_t max_inputs);
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Node GetTextureCode(Tegra::Shader::Instruction instr, Tegra::Shader::TextureType texture_type,
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Tegra::Shader::TextureProcessMode process_mode, bool depth_compare,
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bool is_array, std::size_t bias_offset, std::vector<Node>&& coords);
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template <typename... T>
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inline Node Operation(OperationCode code, const T*... operands) {
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return StoreNode(OperationNode(code, operands...));
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