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Shadergen issues found by the test
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@@ -453,7 +453,7 @@ ShaderWriter &ShaderWriter::LoadTexture2D(const char *sampName, const char *uv,
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break;
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default:
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// Note: we ignore the sampler. make sure you bound samplers to the textures correctly.
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F("texelFetch(%s, %s, %d)", lang_.texture, sampName, uv, level);
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F("texelFetch(%s, %s, %d)", sampName, uv, level);
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break;
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}
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return *this;
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@@ -96,7 +96,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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if (texture3D) {
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shaderDepalMode = ShaderDepalMode::OFF;
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}
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if (!compat.bitwiseOps && shaderDepalMode != ShaderDepalMode::OFF) {
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*errorString = "depal requires bitwise ops";
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return false;
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}
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bool bgraTexture = id.Bit(FS_BIT_BGRA_TEXTURE);
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bool colorWriteMask = id.Bit(FS_BIT_COLOR_WRITEMASK) && compat.bitwiseOps;
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@@ -732,7 +735,7 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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break;
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case ShaderDepalMode::CLUT8_8888:
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// Not yet implemented.
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WRITE(p, " t = vec4(0.0, 0.0, 0.0, 0.0);\n");
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WRITE(p, " vec4 t = vec4(0.0, 0.0, 0.0, 0.0);\n");
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break;
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}
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