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https://github.com/yuzu-emu/yuzu-android.git
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spirv: Workaround image unsigned offset bug
Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
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@ -104,7 +104,7 @@ private:
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return;
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}
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if (offset.IsImmediate()) {
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Add(spv::ImageOperandsMask::ConstOffset, ctx.Const(offset.U32()));
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Add(spv::ImageOperandsMask::ConstOffset, ctx.SConst(offset.U32()));
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return;
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}
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IR::Inst* const inst{offset.InstRecursive()};
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@ -112,16 +112,16 @@ private:
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switch (inst->GetOpcode()) {
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case IR::Opcode::CompositeConstructU32x2:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32()));
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32()));
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return;
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case IR::Opcode::CompositeConstructU32x3:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32()));
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32()));
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return;
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case IR::Opcode::CompositeConstructU32x4:
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Add(spv::ImageOperandsMask::ConstOffset,
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ctx.Const(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32(),
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inst->Arg(3).U32()));
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ctx.SConst(inst->Arg(0).U32(), inst->Arg(1).U32(), inst->Arg(2).U32(),
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inst->Arg(3).U32()));
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return;
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default:
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break;
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