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Shader_IR: Correct TLD4S Depth Compare.
This commit is contained in:
committed by
FernandoS27
parent
af89723fa3
commit
c0ee0aa1a8
@ -1091,7 +1091,8 @@ private:
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expr += "Offset";
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}
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow && !sepparate_dc ? 1 : 0) - 1);
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expr += coord_constructors.at(count + (has_array ? 1 : 0) +
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(has_shadow && !sepparate_dc ? 1 : 0) - 1);
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expr += '(';
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for (std::size_t i = 0; i < count; ++i) {
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expr += Visit(operation[i]).AsFloat();
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@ -1712,14 +1713,13 @@ private:
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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if (meta->sampler.IsShadow()) {
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return {GenerateTexture(operation, "Gather",
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{TextureAoffi{}}, true) +
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return {GenerateTexture(operation, "Gather", {TextureAoffi{}}, true) +
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GetSwizzle(meta->element),
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Type::Float};
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} else {
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return {GenerateTexture(operation, "Gather",
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{TextureAoffi{}, TextureArgument{type, meta->component}},
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true) +
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false) +
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GetSwizzle(meta->element),
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Type::Float};
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}
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