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rsx: Fix codegen when depth-conversion is enabled
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@ -27,4 +27,16 @@ vec3 compute2x2DownsampleWeights(const in float coord, const in float uv_step, c
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return vec3(1.0 - (computed_weights.x + computed_weights.y), computed_weights.xy);
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}
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vec2 texture2DMSCoord(const in vec2 coords, const in uint flags)
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{
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if (0u == (flags & (WRAP_S_MASK | WRAP_T_MASK)))
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{
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return coords;
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}
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const vec2 wrapped_coords = mod(coords, vec2(1.0));
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const bvec2 wrap_control_mask = bvec2(uvec2(flags) & uvec2(WRAP_S_MASK, WRAP_T_MASK));
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return _select(coords, wrapped_coords, wrap_control_mask);
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}
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)"
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@ -1,16 +1,4 @@
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R"(
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vec2 texture2DMSCoord(const in vec2 coords, const in uint flags)
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{
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if (0u == (flags & (WRAP_S_MASK | WRAP_T_MASK)))
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{
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return coords;
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}
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const vec2 wrapped_coords = mod(coords, vec2(1.0));
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const bvec2 wrap_control_mask = bvec2(uvec2(flags) & uvec2(WRAP_S_MASK, WRAP_T_MASK));
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return _select(coords, wrapped_coords, wrap_control_mask);
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}
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vec4 texelFetch2DMS(in _MSAA_SAMPLER_TYPE_ tex, const in vec2 sample_count, const in ivec2 icoords, const in int index, const in ivec2 offset)
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{
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const vec2 resolve_coords = vec2(icoords + offset);
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