Gl_Shader_compiler: Correct Depth Compare for Texture Gather operations.
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@ -1076,7 +1076,7 @@ private:
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}
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}
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std::string GenerateTexture(Operation operation, const std::string& function_suffix,
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std::string GenerateTexture(Operation operation, const std::string& function_suffix,
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const std::vector<TextureIR>& extras) {
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const std::vector<TextureIR>& extras, bool sepparate_dc = false) {
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constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"};
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constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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@ -1091,7 +1091,7 @@ private:
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expr += "Offset";
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expr += "Offset";
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}
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}
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += coord_constructors.at(count + (has_array ? 1 : 0) + (has_shadow ? 1 : 0) - 1);
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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 += '(';
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expr += '(';
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for (std::size_t i = 0; i < count; ++i) {
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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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expr += Visit(operation[i]).AsFloat();
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@ -1104,9 +1104,14 @@ private:
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expr += ", float(" + Visit(meta->array).AsInt() + ')';
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expr += ", float(" + Visit(meta->array).AsInt() + ')';
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}
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}
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if (has_shadow) {
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if (has_shadow) {
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expr += ", " + Visit(meta->depth_compare).AsFloat();
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if (sepparate_dc) {
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expr += "), " + Visit(meta->depth_compare).AsFloat();
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} else {
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expr += ", " + Visit(meta->depth_compare).AsFloat() + ')';
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}
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}
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} else {
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expr += ')';
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expr += ')';
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}
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for (const auto& variant : extras) {
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for (const auto& variant : extras) {
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if (const auto argument = std::get_if<TextureArgument>(&variant)) {
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if (const auto argument = std::get_if<TextureArgument>(&variant)) {
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@ -1706,10 +1711,18 @@ private:
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ASSERT(meta);
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ASSERT(meta);
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const auto type = meta->sampler.IsShadow() ? Type::Float : Type::Int;
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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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return {GenerateTexture(operation, "Gather",
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{TextureAoffi{}, TextureArgument{type, meta->component}}) +
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{TextureAoffi{}}, true) +
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GetSwizzle(meta->element),
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GetSwizzle(meta->element),
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Type::Float};
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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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GetSwizzle(meta->element),
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Type::Float};
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}
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}
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}
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Expression TextureQueryDimensions(Operation operation) {
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Expression TextureQueryDimensions(Operation operation) {
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