shader: Implement SULD and SUST
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@ -33,24 +33,24 @@ enum class TextureType : u64 {
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ARRAY_CUBE,
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};
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Shader::TextureType GetType(TextureType type, bool dc) {
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Shader::TextureType GetType(TextureType type) {
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switch (type) {
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case TextureType::_1D:
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return dc ? Shader::TextureType::Shadow1D : Shader::TextureType::Color1D;
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return Shader::TextureType::Color1D;
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case TextureType::ARRAY_1D:
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return dc ? Shader::TextureType::ShadowArray1D : Shader::TextureType::ColorArray1D;
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return Shader::TextureType::ColorArray1D;
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case TextureType::_2D:
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return dc ? Shader::TextureType::Shadow2D : Shader::TextureType::Color2D;
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return Shader::TextureType::Color2D;
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case TextureType::ARRAY_2D:
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return dc ? Shader::TextureType::ShadowArray2D : Shader::TextureType::ColorArray2D;
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return Shader::TextureType::ColorArray2D;
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case TextureType::_3D:
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return dc ? Shader::TextureType::Shadow3D : Shader::TextureType::Color3D;
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return Shader::TextureType::Color3D;
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case TextureType::ARRAY_3D:
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throw NotImplementedException("3D array texture type");
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case TextureType::CUBE:
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return dc ? Shader::TextureType::ShadowCube : Shader::TextureType::ColorCube;
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return Shader::TextureType::ColorCube;
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case TextureType::ARRAY_CUBE:
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return dc ? Shader::TextureType::ShadowArrayCube : Shader::TextureType::ColorArrayCube;
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return Shader::TextureType::ColorArrayCube;
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}
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throw NotImplementedException("Invalid texture type {}", type);
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}
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@ -169,7 +169,8 @@ void Impl(TranslatorVisitor& v, u64 insn, bool aoffi, Blod blod, bool lc,
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dref = v.F(meta_reg++);
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}
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IR::TextureInstInfo info{};
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info.type.Assign(GetType(tex.type, tex.dc != 0));
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info.type.Assign(GetType(tex.type));
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info.is_depth.Assign(tex.dc != 0 ? 1 : 0);
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info.has_bias.Assign(blod == Blod::LB || blod == Blod::LBA ? 1 : 0);
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info.has_lod_clamp.Assign(lc ? 1 : 0);
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