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@@ -1,5 +1,6 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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+using System.Diagnostics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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using static Ryujinx.Graphics.Shader.Translation.GlobalMemory;
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@@ -23,13 +24,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (UsesGlobalMemory(operation.Inst))
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{
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- node = LowerGlobal(node, config);
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+ node = RewriteGlobalAccess(node, config);
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+ }
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+
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+ if (!config.Capabilities.SupportsNonConstantTextureOffset && operation.Inst == Instruction.TextureSample)
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+ {
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+ node = RewriteTextureSample(node);
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}
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}
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}
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}
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- private static LinkedListNode<INode> LowerGlobal(LinkedListNode<INode> node, ShaderConfig config)
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+ private static LinkedListNode<INode> RewriteGlobalAccess(LinkedListNode<INode> node, ShaderConfig config)
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{
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Operation operation = (Operation)node.Value;
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@@ -117,5 +123,217 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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+
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+ private static LinkedListNode<INode> RewriteTextureSample(LinkedListNode<INode> node)
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+ {
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+ TextureOperation texOp = (TextureOperation)node.Value;
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+
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+ bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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+ bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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+
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+ if (!(hasOffset || hasOffsets))
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+ {
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+ return node;
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+ }
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+
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+ bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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+ bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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+ bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
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+ bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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+ bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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+
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+ bool isArray = (texOp.Type & SamplerType.Array) != 0;
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+ bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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+ bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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+ bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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+
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+ int coordsCount = texOp.Type.GetDimensions();
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+
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+ int offsetsCount = coordsCount * (hasOffsets ? 4 : 1);
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+
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+ Operand[] offsets = new Operand[offsetsCount];
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+ Operand[] sources = new Operand[texOp.SourcesCount - offsetsCount];
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+
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+ int srcIndex = 0;
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+ int dstIndex = 0;
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+
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+ int copyCount = 0;
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+
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+ if (isBindless || isIndexed)
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+ {
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+ copyCount++;
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+ }
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+
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+ Operand[] lodSources = new Operand[copyCount + coordsCount];
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+
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+ for (int index = 0; index < lodSources.Length; index++)
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+ {
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+ lodSources[index] = texOp.GetSource(index);
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+ }
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+
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+ copyCount += coordsCount;
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+
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+ if (isArray)
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+ {
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+ copyCount++;
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+ }
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+
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+ if (isShadow)
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+ {
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+ copyCount++;
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+ }
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+
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+ if (hasDerivatives)
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+ {
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+ copyCount += coordsCount * 2;
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+ }
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+
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+ if (isMultisample)
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+ {
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+ copyCount++;
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+ }
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+ else if (hasLodLevel)
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+ {
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+ copyCount++;
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+ }
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+
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+ for (int index = 0; index < copyCount; index++)
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+ {
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+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
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+ }
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+
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+ bool areAllOffsetsConstant = true;
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+
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+ for (int index = 0; index < offsetsCount; index++)
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+ {
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+ Operand offset = texOp.GetSource(srcIndex++);
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+
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+ areAllOffsetsConstant &= offset.Type == OperandType.Constant;
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+
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+ offsets[index] = offset;
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+ }
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+
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+ if (areAllOffsetsConstant)
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+ {
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+ return node;
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+ }
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+
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+ if (hasLodBias)
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+ {
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+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
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+ }
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+
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+ if (isGather && !isShadow)
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+ {
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+ sources[dstIndex++] = texOp.GetSource(srcIndex++);
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+ }
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+
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+ Operand Int(Operand value)
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+ {
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+ Operand res = Local();
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+
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+ node.List.AddBefore(node, new Operation(Instruction.ConvertFPToS32, res, value));
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+
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+ return res;
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+ }
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+
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+ Operand Float(Operand value)
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+ {
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+ Operand res = Local();
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+
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+ node.List.AddBefore(node, new Operation(Instruction.ConvertS32ToFP, res, value));
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+
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+ return res;
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+ }
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+
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+ Operand lod = Local();
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+
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+ node.List.AddBefore(node, new TextureOperation(
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+ Instruction.Lod,
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+ texOp.Type,
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+ texOp.Flags,
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+ texOp.Handle,
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+ 1,
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+ lod,
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+ lodSources));
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+
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+ int coordsIndex = isBindless || isIndexed ? 1 : 0;
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+
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+ for (int index = 0; index < coordsCount; index++)
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+ {
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+ Operand coordSize = Local();
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+
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+ Operand[] texSizeSources;
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+
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+ if (isBindless || isIndexed)
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+ {
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+ texSizeSources = new Operand[] { sources[0], Int(lod) };
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+ }
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+ else
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+ {
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+ texSizeSources = new Operand[] { Int(lod) };
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+ }
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+
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+ node.List.AddBefore(node, new TextureOperation(
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+ Instruction.TextureSize,
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+ texOp.Type,
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+ texOp.Flags,
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+ texOp.Handle,
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+ index,
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+ coordSize,
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+ texSizeSources));
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+
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+ Operand offset = Local();
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+
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+ Operand intOffset = offsets[index + (hasOffsets ? texOp.Index * coordsCount : 0)];
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+
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+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Divide, offset, Float(intOffset), Float(coordSize)));
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+
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+ Operand source = sources[coordsIndex + index];
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+
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+ Operand coordPlusOffset = Local();
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+
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+ node.List.AddBefore(node, new Operation(Instruction.FP | Instruction.Add, coordPlusOffset, source, offset));
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+
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+ sources[coordsIndex + index] = coordPlusOffset;
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+ }
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+
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+ int componentIndex;
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+
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+ if (isGather && !isShadow)
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+ {
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+ Operand gatherComponent = sources[dstIndex - 1];
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+
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+ Debug.Assert(gatherComponent.Type == OperandType.Constant);
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+
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+ componentIndex = gatherComponent.Value;
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+ }
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+ else
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+ {
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+ componentIndex = texOp.Index;
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+ }
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+
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+ TextureOperation newTexOp = new TextureOperation(
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+ Instruction.TextureSample,
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+ texOp.Type,
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+ texOp.Flags & ~(TextureFlags.Offset | TextureFlags.Offsets),
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+ texOp.Handle,
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+ componentIndex,
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+ texOp.Dest,
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+ sources);
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+
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+ for (int index = 0; index < texOp.SourcesCount; index++)
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+ {
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+ texOp.SetSource(index, null);
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+ }
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+
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+ LinkedListNode<INode> oldNode = node;
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+
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+ node = node.List.AddBefore(node, newTexOp);
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+
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+ node.List.Remove(oldNode);
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+
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+ return node;
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+ }
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}
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}
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