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	gl_shader_decompiler: Implement TEXS component mask.
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		@@ -270,8 +270,22 @@ union Instruction {
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    } tex;
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    union {
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        // TODO(bunnei): This is just a guess, needs to be verified
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        BitField<52, 1, u64> enable_g_component;
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        BitField<50, 3, u64> component_mask_selector;
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        BitField<28, 8, Register> gpr28;
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        bool HasTwoDestinations() const {
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            return gpr28.Value() != Register::ZeroIndex;
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        }
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        bool IsComponentEnabled(size_t component) const {
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            static constexpr std::array<size_t, 5> one_dest_mask{0x1, 0x2, 0x4, 0x8, 0x3};
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            static constexpr std::array<size_t, 5> two_dest_mask{0x7, 0xb, 0xd, 0xe, 0xf};
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            const auto& mask{HasTwoDestinations() ? two_dest_mask : one_dest_mask};
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            ASSERT(component_mask_selector < mask.size());
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            return ((1 << component) & mask[component_mask_selector]) != 0;
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        }
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    } texs;
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    BitField<61, 1, u64> is_b_imm;
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@@ -938,18 +938,21 @@ private:
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                // TEXS has two destination registers. RG goes into gpr0+0 and gpr0+1, and BA goes
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                // into gpr28+0 and gpr28+1
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                size_t offset{};
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                for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
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                    for (unsigned elem = 0; elem < 2; ++elem) {
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                        if (dest + elem >= Register::ZeroIndex) {
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                            // Skip invalid register values
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                            break;
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                        if (!instr.texs.IsComponentEnabled(elem)) {
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                            // Skip disabled components
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                            continue;
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                        }
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                        regs.SetRegisterToFloat(dest, elem + offset, texture, 1, 4, false, elem);
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                        if (!instr.texs.enable_g_component) {
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                            // Skip the second component
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                            break;
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                        }
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                    }
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                    if (!instr.texs.HasTwoDestinations()) {
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                        // Skip the second destination
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                        break;
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                    }
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                    offset += 2;
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                }
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                --shader.scope;
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