Fix TEXS Instruction encodings
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		@@ -2676,14 +2676,29 @@ private:
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                const bool depth_compare =
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                    instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
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                u32 num_coordinates = TextureCoordinates(texture_type);
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                if (depth_compare)
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                    num_coordinates += 1;
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                auto process_mode = instr.texs.GetTextureProcessMode();
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                std::string lod_value;
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                u32 lod_offset = 0;
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                if (process_mode == Tegra::Shader::TextureProcessMode::LL) {
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                    if (num_coordinates > 2) {
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                        lod_value = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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                        lod_offset = 2;
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                    } else {
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                        lod_value = regs.GetRegisterAsFloat(instr.gpr20);
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                        lod_offset = 1;
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                    }
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                }
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                // Scope to avoid variable name overlaps.
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                shader.AddLine('{');
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                ++shader.scope;
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                switch (num_coordinates) {
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                case 1: {
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    coord = "float coords = " + x + ';';
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                    break;
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                }
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                case 2: {
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                    if (is_array) {
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                        const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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@@ -2691,26 +2706,37 @@ private:
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                        shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + index + ");");
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                    } else {
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                        shader.AddLine("vec2 coords = vec2(" + x + ", " + y + ");");
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                        if (lod_offset != 0) {
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                            if (depth_compare) {
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                                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                                const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                                const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + lod_offset);
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                                coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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                            } else {
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                                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                                const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                                coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                            }
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                        } else {
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                            if (depth_compare) {
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                                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                                const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                                const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                                coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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                            } else {
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                                const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                                const std::string y = regs.GetRegisterAsFloat(instr.gpr20);
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                                coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                            }
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                        }
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                    }
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                    break;
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                }
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                case 3: {
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                    if (is_array) {
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                        const std::string index = regs.GetRegisterAsInteger(instr.gpr8);
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                        shader.AddLine("vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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                                       index + ");");
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                    } else {
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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                        const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                        const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                        shader.AddLine("vec3 coords = vec3(" + x + ", " + y + ", " + z + ");");
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                    }
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    const std::string z = regs.GetRegisterAsFloat(instr.gpr20);
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                    coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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                    break;
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                }
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                default:
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@@ -2727,22 +2753,22 @@ private:
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                const std::string sampler =
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                    GetSampler(instr.sampler, texture_type, is_array, depth_compare);
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                std::string texture;
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                switch (instr.texs.GetTextureProcessMode()) {
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                switch (process_mode) {
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                case Tegra::Shader::TextureProcessMode::None: {
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                    texture = "texture(" + sampler + ", coords)";
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                    break;
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                }
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                case Tegra::Shader::TextureProcessMode::LZ: {
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                    if (depth_compare && is_array) {
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                        texture = "texture(" + sampler + ", coords)";
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                        // Since we got an OpenGL limitation, we set bias very high to enforce mipmap 0
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                        texture = "texture(" + sampler + ", coords, 1000.0)";
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                    } else {
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                        texture = "textureLod(" + sampler + ", coords, 0.0)";
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                    }
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                    break;
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                }
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                case Tegra::Shader::TextureProcessMode::LL: {
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                    const std::string op_c = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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                    texture = "textureLod(" + sampler + ", coords, " + op_c + ')';
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                    texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
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                    break;
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                }
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                default: {
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