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Shader Compiler: avoid overflowed indices on indixed samplers.
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@ -492,7 +492,8 @@ void TexturePass(Environment& env, IR::Program& program) {
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const auto insert_point{IR::Block::InstructionList::s_iterator_to(*inst)};
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const auto insert_point{IR::Block::InstructionList::s_iterator_to(*inst)};
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IR::IREmitter ir{*texture_inst.block, insert_point};
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IR::IREmitter ir{*texture_inst.block, insert_point};
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const IR::U32 shift{ir.Imm32(std::countr_zero(DESCRIPTOR_SIZE))};
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const IR::U32 shift{ir.Imm32(std::countr_zero(DESCRIPTOR_SIZE))};
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inst->SetArg(0, ir.ShiftRightArithmetic(cbuf.dynamic_offset, shift));
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inst->SetArg(0, ir.SMin(ir.ShiftRightArithmetic(cbuf.dynamic_offset, shift),
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ir.Imm32(DESCRIPTOR_SIZE - 1)));
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} else {
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} else {
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inst->SetArg(0, IR::Value{});
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inst->SetArg(0, IR::Value{});
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}
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}
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