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https://github.com/RPCS3/rpcs3.git
synced 2025-07-09 08:21:29 +12:00
rsx: Rewrite shader decompiler texture dispatch
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parent
f1d9a014c0
commit
b3725baf5a
4 changed files with 232 additions and 240 deletions
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@ -172,17 +172,17 @@ namespace glsl
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{
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switch (f)
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{
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case COMPARE::FUNCTION_SEQ:
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case COMPARE::SEQ:
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return Op0 + " == " + Op1;
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case COMPARE::FUNCTION_SGE:
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case COMPARE::SGE:
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return Op0 + " >= " + Op1;
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case COMPARE::FUNCTION_SGT:
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case COMPARE::SGT:
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return Op0 + " > " + Op1;
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case COMPARE::FUNCTION_SLE:
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case COMPARE::SLE:
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return Op0 + " <= " + Op1;
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case COMPARE::FUNCTION_SLT:
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case COMPARE::SLT:
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return Op0 + " < " + Op1;
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case COMPARE::FUNCTION_SNE:
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case COMPARE::SNE:
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return Op0 + " != " + Op1;
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}
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}
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@ -190,17 +190,17 @@ namespace glsl
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{
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switch (f)
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{
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case COMPARE::FUNCTION_SEQ:
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case COMPARE::SEQ:
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return "equal(" + Op0 + ", " + Op1 + ")";
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case COMPARE::FUNCTION_SGE:
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case COMPARE::SGE:
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return "greaterThanEqual(" + Op0 + ", " + Op1 + ")";
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case COMPARE::FUNCTION_SGT:
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case COMPARE::SGT:
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return "greaterThan(" + Op0 + ", " + Op1 + ")";
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case COMPARE::FUNCTION_SLE:
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case COMPARE::SLE:
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return "lessThanEqual(" + Op0 + ", " + Op1 + ")";
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case COMPARE::FUNCTION_SLT:
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case COMPARE::SLT:
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return "lessThan(" + Op0 + ", " + Op1 + ")";
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case COMPARE::FUNCTION_SNE:
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case COMPARE::SNE:
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return "notEqual(" + Op0 + ", " + Op1 + ")";
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}
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}
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@ -747,10 +747,10 @@ namespace glsl
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" return _select(result, vec4(remap_select), choice);\n"
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"}\n\n"
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"vec4 texture2DReconstruct(sampler2D tex, usampler2D stencil_tex, const in vec2 coord, const in uint remap, const in uint flags)\n"
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"vec4 convert_z24x8_to_rgba8(const in vec2 depth_stencil, const in uint remap, const in uint flags)\n"
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"{\n"
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" vec4 result = decode_depth24(texture(tex, coord.xy).r, _test_bit(flags, DEPTH_FLOAT));\n"
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" result.z = float(texture(stencil_tex, coord.xy).x) / 255.f;\n\n"
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" vec4 result = decode_depth24(depth_stencil.x, _test_bit(flags, DEPTH_FLOAT));\n"
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" result.z = depth_stencil.y / 255.;\n\n"
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" if (remap == 0xAAE4)\n"
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" return result;\n\n"
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@ -855,15 +855,13 @@ namespace glsl
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"#define TEX1D_BIAS(index, coord1, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index))\n"
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"#define TEX1D_LOD(index, coord1, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index))\n"
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"#define TEX1D_GRAD(index, coord1, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index))\n"
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"#define TEX1D_PROJ(index, coord2) process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord2.x), coord2.y)), TEX_FLAGS(index))\n"
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"#define TEX1D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec2(COORD_SCALE1(index, coord2.x), coord2.w)), TEX_FLAGS(index))\n"
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"#define TEX2D(index, coord2) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2)), TEX_FLAGS(index))\n"
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"#define TEX2D_BIAS(index, coord2, bias) process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index))\n"
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"#define TEX2D_LOD(index, coord2, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index))\n"
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"#define TEX2D_GRAD(index, coord2, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index))\n"
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"#define TEX2D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index))\n"
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"#define TEX2D_DEPTH_RGBA8(index, coord2) process_texel(texture2DReconstruct(TEX_NAME(index), TEX_NAME_STENCIL(index), COORD_SCALE2(index, coord2), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n";
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"#define TEX2D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.z, coord4.w)), TEX_FLAGS(index))\n\n";
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if (props.emulate_shadow_compare)
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{
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@ -873,14 +871,14 @@ namespace glsl
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"#define SHADOW_COORD_PROJ(index, coord4) vec4(COORD_SCALE2(index, coord4.xy), _test_bit(TEX_FLAGS(index), DEPTH_FLOAT)? coord4.z : min(coord4.z, coord4.w), coord4.w)\n\n"
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"#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3))\n"
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"#define TEX2D_SHADOWCUBE(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4))\n"
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"#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4))\n"
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"#define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), SHADOW_COORD_PROJ(index, coord4))\n";
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}
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else
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{
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OS <<
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"#define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z))\n"
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"#define TEX2D_SHADOWCUBE(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w))\n"
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"#define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w))\n"
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"#define TEX2D_SHADOWPROJ(index, coord4) textureProj(TEX_NAME(index), vec4(COORD_SCALE2(index, coord4.xy), coord4.zw))\n";
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}
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@ -890,6 +888,15 @@ namespace glsl
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"#define TEX3D_LOD(index, coord3, lod) process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index))\n"
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"#define TEX3D_GRAD(index, coord3, dpdx, dpdy) process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index))\n"
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"#define TEX3D_PROJ(index, coord4) process_texel(textureProj(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w)), TEX_FLAGS(index))\n\n";
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if (props.require_depth_conversion)
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{
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OS <<
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"#define ZS_READ(index, coord) vec2(texture(TEX_NAME(index), coord).r, float(texture(TEX_NAME_STENCIL(index), coord).x))\n"
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"#define TEX1D_Z24X8_RGBA8(index, coord1) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE1(index, coord1)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n"
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"#define TEX2D_Z24X8_RGBA8(index, coord2) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE2(index, coord2)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n"
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"#define TEX3D_Z24X8_RGBA8(index, coord3) process_texel(convert_z24x8_to_rgba8(ZS_READ(index, COORD_SCALE3(index, coord3)), texture_parameters[index].remap, TEX_FLAGS(index)), TEX_FLAGS(index))\n\n";
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}
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}
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if (props.require_wpos)
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@ -914,86 +921,94 @@ namespace glsl
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{
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default:
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abort();
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case FUNCTION::FUNCTION_DP2:
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case FUNCTION::DP2:
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return "$Ty(dot($0.xy, $1.xy))";
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case FUNCTION::FUNCTION_DP2A:
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case FUNCTION::DP2A:
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return "$Ty(dot($0.xy, $1.xy) + $2.x)";
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case FUNCTION::FUNCTION_DP3:
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case FUNCTION::DP3:
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return "$Ty(dot($0.xyz, $1.xyz))";
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case FUNCTION::FUNCTION_DP4:
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case FUNCTION::DP4:
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return "$Ty(dot($0, $1))";
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case FUNCTION::FUNCTION_DPH:
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case FUNCTION::DPH:
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return "$Ty(dot(vec4($0.xyz, 1.0), $1))";
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case FUNCTION::FUNCTION_SFL:
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case FUNCTION::SFL:
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return "$Ty(0.)";
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case FUNCTION::FUNCTION_STR:
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case FUNCTION::STR:
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return "$Ty(1.)";
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case FUNCTION::FUNCTION_FRACT:
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case FUNCTION::FRACT:
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return "fract($0)";
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case FUNCTION::FUNCTION_REFL:
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case FUNCTION::REFL:
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return "reflect($0, $1)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D:
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case FUNCTION::TEXTURE_SAMPLE1D:
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return "TEX1D($_i, $0.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_BIAS:
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case FUNCTION::TEXTURE_SAMPLE1D_BIAS:
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return "TEX1D_BIAS($_i, $0.x, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_PROJ:
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return "TEX1D_PROJ($_i, $0.xy)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_LOD:
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case FUNCTION::TEXTURE_SAMPLE1D_PROJ:
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return "TEX1D_PROJ($_i, $0)";
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case FUNCTION::TEXTURE_SAMPLE1D_LOD:
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return "TEX1D_LOD($_i, $0.x, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE1D_GRAD:
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case FUNCTION::TEXTURE_SAMPLE1D_GRAD:
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return "TEX1D_GRAD($_i, $0.x, $1.x, $2.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D:
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case FUNCTION::TEXTURE_SAMPLE1D_SHADOW:
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case FUNCTION::TEXTURE_SAMPLE1D_SHADOW_PROJ:
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// Unimplemented
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break;
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case FUNCTION::TEXTURE_SAMPLE1D_DEPTH_RGBA:
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return "TEX1D_Z24X8_RGBA8($_i, $0.x)";
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case FUNCTION::TEXTURE_SAMPLE1D_DEPTH_RGBA_PROJ:
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return "TEX1D_Z24X8_RGBA8($_i, ($0.x / $0.w))";
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case FUNCTION::TEXTURE_SAMPLE2D:
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return "TEX2D($_i, $0.xy)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_BIAS:
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case FUNCTION::TEXTURE_SAMPLE2D_BIAS:
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return "TEX2D_BIAS($_i, $0.xy, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_PROJ:
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case FUNCTION::TEXTURE_SAMPLE2D_PROJ:
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return "TEX2D_PROJ($_i, $0)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_LOD:
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case FUNCTION::TEXTURE_SAMPLE2D_LOD:
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return "TEX2D_LOD($_i, $0.xy, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_GRAD:
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case FUNCTION::TEXTURE_SAMPLE2D_GRAD:
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return "TEX2D_GRAD($_i, $0.xy, $1.xy, $2.xy)";
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case FUNCTION::FUNCTION_TEXTURE_SHADOW2D:
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case FUNCTION::TEXTURE_SAMPLE2D_SHADOW:
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return "TEX2D_SHADOW($_i, $0.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SHADOWCUBE:
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return "TEX2D_SHADOWCUBE($_i, $0)";
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case FUNCTION::FUNCTION_TEXTURE_SHADOW2D_PROJ:
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case FUNCTION::TEXTURE_SAMPLE2D_SHADOW_PROJ:
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return "TEX2D_SHADOWPROJ($_i, $0)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE:
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case FUNCTION::TEXTURE_SAMPLE2D_DEPTH_RGBA:
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return "TEX2D_Z24X8_RGBA8($_i, $0.xy)";
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case FUNCTION::TEXTURE_SAMPLE2D_DEPTH_RGBA_PROJ:
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return "TEX2D_Z24X8_RGBA8($_i, ($0.xy / $0.w))";
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case FUNCTION::TEXTURE_SAMPLE3D:
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return "TEX3D($_i, $0.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_BIAS:
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case FUNCTION::TEXTURE_SAMPLE3D_BIAS:
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return "TEX3D_BIAS($_i, $0.xyz, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_PROJ:
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return "TEX3D($_i, ($0.xyz / $0.w))";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_LOD:
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return "TEX3D_LOD($_i, $0.xyz, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLECUBE_GRAD:
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return "TEX3D_GRAD($_i, $0.xyz, $1.xyz, $2.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D:
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return "TEX3D($_i, $0.xyz)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_BIAS:
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return "TEX3D_BIAS($_i, $0.xyz, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_PROJ:
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case FUNCTION::TEXTURE_SAMPLE3D_PROJ:
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return "TEX3D_PROJ($_i, $0)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_LOD:
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case FUNCTION::TEXTURE_SAMPLE3D_LOD:
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return "TEX3D_LOD($_i, $0.xyz, $1.x)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE3D_GRAD:
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case FUNCTION::TEXTURE_SAMPLE3D_GRAD:
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return "TEX3D_GRAD($_i, $0.xyz, $1.xyz, $2.xyz)";
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case FUNCTION::FUNCTION_DFDX:
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case FUNCTION::TEXTURE_SAMPLE3D_SHADOW:
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return "TEX3D_SHADOW($_i, $0)";
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case FUNCTION::TEXTURE_SAMPLE3D_SHADOW_PROJ:
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// Impossible
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break;
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case FUNCTION::TEXTURE_SAMPLE3D_DEPTH_RGBA:
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return "TEX3D_Z24X8_RGBA8($_i, $0.xyz)";
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case FUNCTION::TEXTURE_SAMPLE3D_DEPTH_RGBA_PROJ:
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return "TEX3D_Z24X8_RGBA8($_i, ($0.xyz / $0.w))";
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case FUNCTION::DFDX:
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return "dFdx($0)";
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case FUNCTION::FUNCTION_DFDY:
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case FUNCTION::DFDY:
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return "dFdy($0)";
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case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCH1D:
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case FUNCTION::VERTEX_TEXTURE_FETCH1D:
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return "textureLod($t, $0.x, 0)";
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case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCH2D:
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case FUNCTION::VERTEX_TEXTURE_FETCH2D:
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return "textureLod($t, $0.xy, 0)";
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case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCH3D:
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case FUNCTION::FUNCTION_VERTEX_TEXTURE_FETCHCUBE:
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case FUNCTION::VERTEX_TEXTURE_FETCH3D:
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case FUNCTION::VERTEX_TEXTURE_FETCHCUBE:
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return "textureLod($t, $0.xyz, 0)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA:
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return "TEX2D_DEPTH_RGBA8($_i, $0.xy)";
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case FUNCTION::FUNCTION_TEXTURE_SAMPLE2D_DEPTH_RGBA_PROJ:
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return "TEX2D_DEPTH_RGBA8($_i, ($0.xy / $0.w))";
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}
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rsx_log.error("Unexpected function request: %d", static_cast<int>(f));
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return "$Ty(0.)";
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}
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void insert_subheader_block(std::ostream& OS)
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