Implement shader LEA instruction and improve bindless image load/store (#1355)
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@ -99,7 +99,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (!op.IsBindless)
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{
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operation.Format = GetTextureFormat(context, handle);
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operation.Format = context.Config.GetTextureFormat(handle);
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}
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context.Add(operation);
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@ -228,7 +228,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (!op.IsBindless)
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{
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format = GetTextureFormat(context, op.Immediate);
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format = context.Config.GetTextureFormat(op.Immediate);
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}
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}
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else
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@ -1223,27 +1223,6 @@ namespace Ryujinx.Graphics.Shader.Instructions
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};
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}
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private static TextureFormat GetTextureFormat(EmitterContext context, int handle)
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{
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// When the formatted load extension is supported, we don't need to
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// specify a format, we can just declare it without a format and the GPU will handle it.
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if (context.Config.GpuAccessor.QuerySupportsImageLoadFormatted())
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{
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return TextureFormat.Unknown;
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}
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var format = context.Config.GpuAccessor.QueryTextureFormat(handle);
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if (format == TextureFormat.Unknown)
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{
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context.Config.GpuAccessor.Log($"Unknown format for texture {handle}.");
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format = TextureFormat.R8G8B8A8Unorm;
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}
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return format;
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}
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private static TextureFormat GetTextureFormat(IntegerSize size)
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{
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return size switch
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