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glsl: Implement TEXS
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@ -38,6 +38,17 @@ std::string CastToIntVec(std::string_view value, const IR::TextureInstInfo& info
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}
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}
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std::string ShadowSamplerVecCast(TextureType type) {
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switch (type) {
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case TextureType::ColorArray2D:
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case TextureType::ColorCube:
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case TextureType::ColorArrayCube:
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return "vec4";
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default:
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return "vec3";
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}
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}
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IR::Inst* PrepareSparse(IR::Inst& inst) {
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const auto sparse_inst{inst.GetAssociatedPseudoOperation(IR::Opcode::GetSparseFromOp)};
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if (sparse_inst) {
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@ -126,7 +137,24 @@ void EmitImageSampleDrefImplicitLod([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] std::string_view dref,
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[[maybe_unused]] std::string_view bias_lc,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instruction");
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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if (info.has_bias) {
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throw NotImplementedException("Bias texture samples");
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}
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if (info.has_lod_clamp) {
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throw NotImplementedException("Lod clamp samples");
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}
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if (!offset.IsEmpty()) {
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throw NotImplementedException("textureLodOffset");
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}
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const auto texture{Texture(ctx, info, index)};
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const auto bias{info.has_bias ? fmt::format(",{}", bias_lc) : ""};
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const auto cast{ShadowSamplerVecCast(info.type)};
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if (ctx.stage == Stage::Fragment) {
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ctx.AddF32("{}=texture({},{}({},{}){});", inst, texture, cast, coords, dref, bias);
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} else {
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ctx.AddF32("{}=textureLod({},{}({},{}),0.0);", inst, texture, cast, coords, dref);
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}
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}
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void EmitImageSampleDrefExplicitLod([[maybe_unused]] EmitContext& ctx,
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