Fix Texture Overlapping
This commit is contained in:
		@@ -1261,7 +1261,15 @@ private:
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        regs.SetRegisterToInteger(dest, true, 0, result, 1, 1);
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    }
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    void WriteTexsInstruction(const Instruction& instr, const std::string& texture) {
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    void WriteTexsInstruction(const Instruction& instr, const std::string& coord,
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                              const std::string& texture) {
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        // Add an extra scope and declare the texture coords inside to prevent
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        // overwriting them in case they are used as outputs of the texs instruction.
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        shader.AddLine('{');
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        ++shader.scope;
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        shader.AddLine(coord);
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        shader.AddLine("vec4 texture_tmp = " + texture + ';');
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        // TEXS has two destination registers and a swizzle. The first two elements in the swizzle
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        // go into gpr0+0 and gpr0+1, and the rest goes into gpr28+0 and gpr28+1
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@@ -1273,17 +1281,19 @@ private:
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            if (written_components < 2) {
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                // Write the first two swizzle components to gpr0 and gpr0+1
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                regs.SetRegisterToFloat(instr.gpr0, component, texture, 1, 4, false,
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                regs.SetRegisterToFloat(instr.gpr0, component, "texture_tmp", 1, 4, false,
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                                        written_components % 2);
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            } else {
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                ASSERT(instr.texs.HasTwoDestinations());
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                // Write the rest of the swizzle components to gpr28 and gpr28+1
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                regs.SetRegisterToFloat(instr.gpr28, component, texture, 1, 4, false,
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                regs.SetRegisterToFloat(instr.gpr28, component, "texture_tmp", 1, 4, false,
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                                        written_components % 2);
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            }
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            ++written_components;
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        }
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        --shader.scope;
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        shader.AddLine('}');
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    }
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    static u32 TextureCoordinates(Tegra::Shader::TextureType texture_type) {
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@@ -2505,7 +2515,7 @@ private:
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                    array_elem = regs.GetRegisterAsInteger(instr.gpr8);
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                    start_index = 1;
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                }
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                auto process_mode = instr.tex.GetTextureProcessMode();
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                const auto process_mode = instr.tex.GetTextureProcessMode();
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                u32 start_index_b = 0;
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                std::string lod_value;
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                if (process_mode != Tegra::Shader::TextureProcessMode::LZ &&
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@@ -2563,8 +2573,10 @@ private:
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                }
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                case 3: {
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                    const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index);
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                    const std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
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                    const std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
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                    const std::string y =
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                        regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 1);
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                    const std::string z =
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                        regs.GetRegisterAsFloat(instr.gpr8.Value() + start_index + 2);
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                    if (is_array) {
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                        depth_compare_extra = depth_compare;
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                        coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " +
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@@ -2595,7 +2607,7 @@ private:
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                // Add an extra scope and declare the texture coords inside to prevent
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                // overwriting them in case they are used as outputs of the texs instruction.
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                shader.AddLine("{");
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                shader.AddLine('{');
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                ++shader.scope;
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                shader.AddLine(coord);
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                std::string texture;
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@@ -2624,7 +2636,8 @@ private:
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                        texture = "texture(" + sampler + ", coords, " + lod_value + ')';
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                    } else {
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                        texture = "texture(" + sampler + ", coords, " + depth_value + ')';
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                        LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set bias value along depth compare");
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                        LOG_WARNING(HW_GPU,
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                                    "OpenGL Limitation: can't set bias value along depth compare");
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                    }
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                    break;
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                }
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@@ -2635,7 +2648,8 @@ private:
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                        texture = "textureLod(" + sampler + ", coords, " + lod_value + ')';
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                    } else {
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                        texture = "texture(" + sampler + ", coords, " + depth_value + ')';
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                        LOG_WARNING(HW_GPU, "OpenGL Limitation: can't set lod value along depth compare");
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                        LOG_WARNING(HW_GPU,
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                                    "OpenGL Limitation: can't set lod value along depth compare");
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                    }
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                    break;
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                }
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@@ -2650,20 +2664,22 @@ private:
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                }
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                }
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                if (!depth_compare) {
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                    shader.AddLine("vec4 texture_tmp = " + texture + ';');
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                    std::size_t dest_elem{};
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                    for (std::size_t elem = 0; elem < 4; ++elem) {
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                        if (!instr.tex.IsComponentEnabled(elem)) {
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                            // Skip disabled components
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                            continue;
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                        }
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                        regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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                        regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
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                                                dest_elem);
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                        ++dest_elem;
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                    }
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                } else {
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                    regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false);
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                }
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                --shader.scope;
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                shader.AddLine("}");
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                shader.AddLine('}');
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                break;
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            }
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            case OpCode::Id::TEXS: {
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@@ -2676,8 +2692,9 @@ 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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                auto process_mode = instr.texs.GetTextureProcessMode();
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                const auto process_mode = instr.texs.GetTextureProcessMode();
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                std::string lod_value;
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                std::string coord;
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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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@@ -2689,38 +2706,46 @@ private:
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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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                    coord = "float coords = " + regs.GetRegisterAsFloat(instr.gpr8) + ';';
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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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                        const std::string x = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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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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                        if (depth_compare) {
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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.gpr20);
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                            const std::string z = regs.GetRegisterAsFloat(instr.gpr20.Value() + 1);
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                            coord = "vec4 coords = vec4(" + x + ", " + y + ", " + z + ", " + index +
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                                    ");";
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                        } else {
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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.gpr20);
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                            coord = "vec3 coords = vec3(" + x + ", " + y + ", " + index + ");";
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                        }
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                    } else {
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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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                                const std::string y =
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                                    regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                                const std::string z =
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                                    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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                                const std::string y =
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                                    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 y =
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                                    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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@@ -2746,7 +2771,7 @@ private:
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                    // Fallback to interpreting as a 2D texture for now
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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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                    coord = "vec2 coords = vec2(" + x + ", " + y + ");";
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                    texture_type = Tegra::Shader::TextureType::Texture2D;
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                    is_array = false;
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                }
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@@ -2760,8 +2785,7 @@ private:
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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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                        // 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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                        texture = "texture(" + sampler + ", coords)";
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                    } else {
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                        texture = "textureLod(" + sampler + ", coords, 0.0)";
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                    }
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@@ -2778,13 +2802,11 @@ private:
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                }
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                }
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                if (!depth_compare) {
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                    WriteTexsInstruction(instr, texture);
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                    WriteTexsInstruction(instr, coord, texture);
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                } else {
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                    WriteTexsInstruction(instr, "vec4(" + texture + ')');
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                    WriteTexsInstruction(instr, coord, "vec4(" + texture + ')');
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                }
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                shader.AddLine('}');
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                --shader.scope;
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                break;
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            }
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            case OpCode::Id::TLDS: {
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@@ -2806,11 +2828,12 @@ private:
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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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                std::string coords;
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                switch (texture_type) {
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                case Tegra::Shader::TextureType::Texture1D: {
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                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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                    shader.AddLine("int coords = " + x + ';');
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                    coords = "float coords = " + x + ';';
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                    break;
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                }
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                case Tegra::Shader::TextureType::Texture2D: {
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@@ -2818,7 +2841,8 @@ private:
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                    const std::string x = regs.GetRegisterAsInteger(instr.gpr8);
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                    const std::string y = regs.GetRegisterAsInteger(instr.gpr20);
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                    shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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                    // shader.AddLine("ivec2 coords = ivec2(" + x + ", " + y + ");");
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                    coords = "ivec2 coords = ivec2(" + x + ", " + y + ");";
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                    extra_op_offset = 1;
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                    break;
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                }
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@@ -2846,7 +2870,7 @@ private:
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                                      static_cast<u32>(instr.tlds.GetTextureProcessMode()));
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                }
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                }
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                WriteTexsInstruction(instr, texture);
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                WriteTexsInstruction(instr, coords, texture);
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                --shader.scope;
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                shader.AddLine('}');
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@@ -2905,14 +2929,17 @@ private:
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                const std::string texture = "textureGather(" + sampler + ", coords, " +
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                                            std::to_string(instr.tld4.component) + ')';
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                if (!depth_compare) {
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                    shader.AddLine("vec4 texture_tmp = " + texture + ';');
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                    std::size_t dest_elem{};
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                    for (std::size_t elem = 0; elem < 4; ++elem) {
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                        if (!instr.tex.IsComponentEnabled(elem)) {
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                            // Skip disabled components
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                            continue;
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                        }
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                        regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem);
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                        regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false,
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                                                dest_elem);
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                        ++dest_elem;
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                    }
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                } else {
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@@ -2933,6 +2960,7 @@ private:
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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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                std::string coords;
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                const bool depth_compare =
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                    instr.tld4s.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
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@@ -2942,20 +2970,19 @@ private:
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                const std::string sampler = GetSampler(
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                    instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
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                if (!depth_compare) {
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                    shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
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                    coords = "vec2 coords = vec2(" + op_a + ", " + op_b + ");";
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                } else {
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                    // Note: TLD4S coordinate encoding works just like TEXS's
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                    shader.AddLine(
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                        "float op_y = " + regs.GetRegisterAsFloat(instr.gpr8.Value() + 1) + ';');
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                    shader.AddLine("vec3 coords = vec3(" + op_a + ", op_y, " + op_b + ");");
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                    const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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                    coords = "vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");";
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                }
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                const std::string texture = "textureGather(" + sampler + ", coords, " +
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                                            std::to_string(instr.tld4s.component) + ')';
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                if (!depth_compare) {
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                    WriteTexsInstruction(instr, texture);
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                    WriteTexsInstruction(instr, coords, texture);
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                } else {
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                    WriteTexsInstruction(instr, "vec4(" + texture + ')');
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                    WriteTexsInstruction(instr, coords, "vec4(" + texture + ')');
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                }
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                --shader.scope;
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