shader_recompiler: fix non-const offset for arrayed image types
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cb29aa0473
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462ea921e3
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@ -321,17 +321,23 @@ void AddOffsetToCoordinates(EmitContext& ctx, const IR::TextureInstInfo& info, I
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Id result_type{};
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Id result_type{};
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switch (info.type) {
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switch (info.type) {
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case TextureType::Buffer:
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case TextureType::Buffer:
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case TextureType::Color1D:
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case TextureType::Color1D: {
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case TextureType::ColorArray1D: {
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result_type = ctx.U32[1];
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result_type = ctx.U32[1];
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break;
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break;
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}
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}
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case TextureType::ColorArray1D:
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offset = ctx.OpCompositeConstruct(ctx.U32[2], offset, ctx.u32_zero_value);
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[[fallthrough]];
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case TextureType::Color2D:
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case TextureType::Color2D:
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case TextureType::Color2DRect:
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case TextureType::Color2DRect: {
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case TextureType::ColorArray2D: {
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result_type = ctx.U32[2];
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result_type = ctx.U32[2];
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break;
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break;
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}
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}
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case TextureType::ColorArray2D:
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offset = ctx.OpCompositeConstruct(ctx.U32[3], ctx.OpCompositeExtract(ctx.U32[1], coords, 0),
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ctx.OpCompositeExtract(ctx.U32[1], coords, 1),
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ctx.u32_zero_value);
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[[fallthrough]];
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case TextureType::Color3D: {
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case TextureType::Color3D: {
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result_type = ctx.U32[3];
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result_type = ctx.U32[3];
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break;
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break;
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