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rsx: Fix shader compilation when texture ops are referenced
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@ -84,7 +84,7 @@ float _texcoord_xform(const in float coord, const in sampler_info params)
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#ifdef _ENABLE_TEX2D
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vec2 _texcoord_xform(const in vec2 coord, const in sampler_info params)
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{
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float result = fma(
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vec2 result = fma(
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coord,
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vec2(params.scale_x, params.scale_y),
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vec2(params.bias_x, params.bias_y)
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@ -106,7 +106,7 @@ vec2 _texcoord_xform(const in vec2 coord, const in sampler_info params)
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#ifdef _ENABLE_TEX3D
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vec3 _texcoord_xform(const in vec3 coord, const in sampler_info params)
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{
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float result = fma(
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vec3 result = fma(
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coord,
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vec3(params.scale_x, params.scale_y, params.scale_z),
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vec3(params.bias_x, params.bias_y, params.bias_z)
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@ -18,20 +18,21 @@ namespace glsl
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struct shader_properties
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{
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glsl::program_domain domain : 3;
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// Applicable in vertex stage
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bool require_lit_emulation : 1;
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bool require_explicit_invariance : 1;
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bool emulate_zclip_transform : 1;
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bool emulate_depth_clip_only : 1;
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// Only relevant for fragment programs
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bool fp32_outputs : 1;
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bool require_wpos : 1;
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bool require_srgb_to_linear : 1;
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bool require_linear_to_srgb : 1;
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bool require_explicit_invariance: 1;
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bool require_fog_read : 1;
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bool emulate_coverage_tests : 1;
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bool emulate_shadow_compare : 1;
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bool emulate_zclip_transform : 1;
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bool emulate_depth_clip_only : 1;
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bool low_precision_tests : 1;
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bool disable_early_discard : 1;
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bool supports_native_fp16 : 1;
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