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ShaderGen: Fixed a case where the TEXS instruction would use the same registers for the input and the output.
It will now save the coords before writing the outputs in a subscope.
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5367935d35
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@ -399,11 +399,18 @@ private:
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const std::string op_a = GetRegister(instr.gpr8);
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const std::string op_a = GetRegister(instr.gpr8);
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const std::string op_b = GetRegister(instr.gpr20);
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const std::string op_b = GetRegister(instr.gpr20);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string sampler = GetSampler(instr.sampler);
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const std::string coord = "vec2(" + op_a + ", " + op_b + ")";
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const std::string coord = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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const std::string texture = "texture(" + sampler + ", " + coord + ")";
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// Add an extra scope and declare the texture coords inside to prevent overwriting
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// them in case they are used as outputs of the texs instruction.
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shader.AddLine("{");
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++shader.scope;
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shader.AddLine(coord);
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const std::string texture = "texture(" + sampler + ", coords)";
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for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
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for (unsigned elem = 0; elem < instr.attribute.fmt20.size; ++elem) {
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SetDest(elem, GetRegister(instr.gpr0, elem), texture, 1, 4);
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SetDest(elem, GetRegister(instr.gpr0, elem), texture, 1, 4);
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}
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}
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--shader.scope;
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shader.AddLine("}");
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break;
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break;
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}
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}
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default: {
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default: {
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