shader_ir: Remove F4 prefix to texture operations
This was originally included because texture operations returned a vec4. These operations now return a single float and the F4 prefix doesn't mean anything.
This commit is contained in:
		@@ -1140,7 +1140,7 @@ private:
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                                  Type::HalfFloat);
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    }
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    std::string F4Texture(Operation operation) {
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    std::string Texture(Operation operation) {
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1151,7 +1151,7 @@ private:
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        return expr + GetSwizzle(meta->element);
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    }
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    std::string F4TextureLod(Operation operation) {
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    std::string TextureLod(Operation operation) {
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1162,7 +1162,7 @@ private:
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        return expr + GetSwizzle(meta->element);
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    }
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    std::string F4TextureGather(Operation operation) {
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    std::string TextureGather(Operation operation) {
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1170,7 +1170,7 @@ private:
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               GetSwizzle(meta->element);
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    }
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    std::string F4TextureQueryDimensions(Operation operation) {
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    std::string TextureQueryDimensions(Operation operation) {
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1190,7 +1190,7 @@ private:
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        return "0";
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    }
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    std::string F4TextureQueryLod(Operation operation) {
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    std::string TextureQueryLod(Operation operation) {
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1201,7 +1201,7 @@ private:
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        return "0";
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    }
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    std::string F4TexelFetch(Operation operation) {
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    std::string TexelFetch(Operation operation) {
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        constexpr std::array<const char*, 4> constructors = {"int", "ivec2", "ivec3", "ivec4"};
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        const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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        ASSERT(meta);
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@@ -1463,12 +1463,12 @@ private:
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        &GLSLDecompiler::Logical2HNotEqual,
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        &GLSLDecompiler::Logical2HGreaterEqual,
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        &GLSLDecompiler::F4Texture,
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        &GLSLDecompiler::F4TextureLod,
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        &GLSLDecompiler::F4TextureGather,
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        &GLSLDecompiler::F4TextureQueryDimensions,
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        &GLSLDecompiler::F4TextureQueryLod,
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        &GLSLDecompiler::F4TexelFetch,
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        &GLSLDecompiler::Texture,
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        &GLSLDecompiler::TextureLod,
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        &GLSLDecompiler::TextureGather,
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        &GLSLDecompiler::TextureQueryDimensions,
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        &GLSLDecompiler::TextureQueryLod,
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        &GLSLDecompiler::TexelFetch,
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        &GLSLDecompiler::Branch,
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        &GLSLDecompiler::PushFlowStack,
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@@ -336,8 +336,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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        for (u32 element = 0; element < values.size(); ++element) {
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            auto coords_copy = coords;
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            MetaTexture meta{sampler, {}, {}, extras, element};
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            values[element] =
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                Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy));
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            values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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        }
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        WriteTexsInstructionFloat(bb, instr, values);
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@@ -362,8 +361,8 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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                    continue;
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                }
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                MetaTexture meta{sampler, {}, {}, {}, element};
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                const Node value = Operation(OperationCode::F4TextureQueryDimensions, meta,
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                                             GetRegister(instr.gpr8));
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                const Node value =
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                    Operation(OperationCode::TextureQueryDimensions, meta, GetRegister(instr.gpr8));
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                SetTemporal(bb, indexer++, value);
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            }
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            for (u32 i = 0; i < indexer; ++i) {
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@@ -412,7 +411,7 @@ u32 ShaderIR::DecodeMemory(NodeBlock& bb, u32 pc) {
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        for (u32 element = 0; element < 2; ++element) {
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            auto params = coords;
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            MetaTexture meta{sampler, {}, {}, {}, element};
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            const Node value = Operation(OperationCode::F4TextureQueryLod, meta, std::move(params));
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            const Node value = Operation(OperationCode::TextureQueryLod, meta, std::move(params));
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            SetTemporal(bb, element, value);
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        }
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        for (u32 element = 0; element < 2; ++element) {
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@@ -555,7 +554,7 @@ Node4 ShaderIR::GetTextureCode(Instruction instr, TextureType texture_type,
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          (texture_type == Tegra::Shader::TextureType::TextureCube && is_array && is_shadow));
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    const OperationCode read_method =
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        lod_needed && gl_lod_supported ? OperationCode::F4TextureLod : OperationCode::F4Texture;
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        lod_needed && gl_lod_supported ? OperationCode::TextureLod : OperationCode::Texture;
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    UNIMPLEMENTED_IF(process_mode != TextureProcessMode::None && !gl_lod_supported);
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@@ -671,7 +670,7 @@ Node4 ShaderIR::GetTld4Code(Instruction instr, TextureType texture_type, bool de
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    for (u32 element = 0; element < values.size(); ++element) {
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        auto coords_copy = coords;
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        MetaTexture meta{sampler, GetRegister(array_register), {}, {}, element};
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        values[element] = Operation(OperationCode::F4TextureGather, meta, std::move(coords_copy));
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        values[element] = Operation(OperationCode::TextureGather, meta, std::move(coords_copy));
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    }
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    return values;
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@@ -707,7 +706,7 @@ Node4 ShaderIR::GetTldsCode(Instruction instr, TextureType texture_type, bool is
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    for (u32 element = 0; element < values.size(); ++element) {
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        auto coords_copy = coords;
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        MetaTexture meta{sampler, array, {}, {lod}, element};
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        values[element] = Operation(OperationCode::F4TexelFetch, meta, std::move(coords_copy));
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        values[element] = Operation(OperationCode::TexelFetch, meta, std::move(coords_copy));
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    }
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    return values;
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}
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@@ -156,12 +156,12 @@ enum class OperationCode {
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    Logical2HNotEqual,     /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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    Logical2HGreaterEqual, /// (MetaHalfArithmetic, f16vec2 a, f16vec2) -> bool2
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    F4Texture,                /// (MetaTexture, float[N] coords, float[M] params) -> float4
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    F4TextureLod,             /// (MetaTexture, float[N] coords, float[M] params) -> float4
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    F4TextureGather,          /// (MetaTexture, float[N] coords, float[M] params) -> float4
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    F4TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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    F4TextureQueryLod,        /// (MetaTexture, float[N] coords) -> float4
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    F4TexelFetch,             /// (MetaTexture, int[N], int) -> float4
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    Texture,                /// (MetaTexture, float[N] coords) -> float4
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    TextureLod,             /// (MetaTexture, float[N] coords) -> float4
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    TextureGather,          /// (MetaTexture, float[N] coords) -> float4
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    TextureQueryDimensions, /// (MetaTexture, float a) -> float4
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    TextureQueryLod,        /// (MetaTexture, float[N] coords) -> float4
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    TexelFetch,             /// (MetaTexture, int[N], int) -> float4
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    Branch,        /// (uint branch_target) -> void
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    PushFlowStack, /// (uint branch_target) -> void
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