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shader/texture: Add F16 support for TLDS
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@ -1278,6 +1278,7 @@ union Instruction {
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union {
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BitField<49, 1, u64> nodep_flag;
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BitField<53, 4, u64> texture_info;
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BitField<59, 1, u64> fp32_flag;
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TextureType GetTextureType() const {
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// The TLDS instruction has a weird encoding for the texture type.
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@ -1760,7 +1761,7 @@ private:
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INST("1101111101010---", Id::TXQ_B, Type::Texture, "TXQ_B"),
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INST("1101-00---------", Id::TEXS, Type::Texture, "TEXS"),
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INST("11011100--11----", Id::TLD, Type::Texture, "TLD"),
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INST("1101101---------", Id::TLDS, Type::Texture, "TLDS"),
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INST("1101-01---------", Id::TLDS, Type::Texture, "TLDS"),
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INST("110010----111---", Id::TLD4, Type::Texture, "TLD4"),
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INST("1101111100------", Id::TLD4S, Type::Texture, "TLD4S"),
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INST("110111110110----", Id::TMML_B, Type::Texture, "TMML_B"),
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@ -269,7 +269,13 @@ u32 ShaderIR::DecodeTexture(NodeBlock& bb, u32 pc) {
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LOG_WARNING(HW_GPU, "TLDS.NODEP implementation is incomplete");
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}
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WriteTexsInstructionFloat(bb, instr, GetTldsCode(instr, texture_type, is_array));
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const Node4 components = GetTldsCode(instr, texture_type, is_array);
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if (instr.tlds.fp32_flag) {
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WriteTexsInstructionFloat(bb, instr, components);
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} else {
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WriteTexsInstructionHalfFloat(bb, instr, components);
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}
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break;
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}
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default:
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