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glsl: Fix image gather logic
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35e78d558d
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@ -343,11 +343,13 @@ void EmitImageGather([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Ins
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if (offset.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherARB({},{},{},int({})));",
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*sparse_inst, texture, coords, texel, info.gather_component);
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return;
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}
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if (offset2.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},{},int({})));",
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*sparse_inst, texture, CastToIntVec(coords, info), GetOffsetVec(ctx, offset),
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texel, info.gather_component);
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return;
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}
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// PTP
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const auto offsets{PtpOffsets(offset, offset2)};
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@ -385,11 +387,13 @@ void EmitImageGatherDref([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR:
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if (offset.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherARB({},{},{},{}));", *sparse_inst,
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texture, coords, dref, texel);
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return;
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}
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if (offset2.IsEmpty()) {
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ctx.AddU1("{}=sparseTexelsResidentARB(sparseTextureGatherOffsetARB({},{},{},,{},{}));",
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*sparse_inst, texture, CastToIntVec(coords, info), dref,
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GetOffsetVec(ctx, offset), texel);
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return;
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}
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// PTP
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const auto offsets{PtpOffsets(offset, offset2)};
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