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gl_shader_decompiler: Remove some attribute stuff that has nothing to do with TEX/TEXS.
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4b114e1b8a
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00c830405b
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@ -1112,13 +1112,11 @@ private:
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break;
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}
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case OpCode::Type::Memory: {
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const Attribute::Index attribute = instr.attribute.fmt20.index;
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switch (opcode->GetId()) {
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case OpCode::Id::LD_A: {
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ASSERT_MSG(instr.attribute.fmt20.size == 0, "untested");
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regs.SetRegisterToInputAttibute(instr.gpr0, instr.attribute.fmt20.element,
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attribute);
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instr.attribute.fmt20.index);
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break;
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}
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case OpCode::Id::LD_C: {
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@ -1150,12 +1148,11 @@ private:
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}
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case OpCode::Id::ST_A: {
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ASSERT_MSG(instr.attribute.fmt20.size == 0, "untested");
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regs.SetOutputAttributeToRegister(attribute, instr.attribute.fmt20.element,
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instr.gpr0);
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regs.SetOutputAttributeToRegister(instr.attribute.fmt20.index,
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instr.attribute.fmt20.element, instr.gpr0);
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break;
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}
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case OpCode::Id::TEX: {
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ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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const std::string sampler = GetSampler(instr.sampler);
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@ -1168,7 +1165,7 @@ private:
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const std::string texture = "texture(" + sampler + ", coords)";
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size_t dest_elem{};
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for (size_t elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
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for (size_t elem = 0; elem < 4; ++elem) {
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if (!instr.tex.IsComponentEnabled(elem)) {
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// Skip disabled components
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continue;
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@ -1181,7 +1178,6 @@ private:
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break;
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}
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case OpCode::Id::TEXS: {
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ASSERT_MSG(instr.attribute.fmt20.size == 4, "untested");
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const std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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const std::string op_b = regs.GetRegisterAsFloat(instr.gpr20);
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const std::string sampler = GetSampler(instr.sampler);
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