gl_shader_decompiler: Implement TextureCube for TEX.
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@ -1525,6 +1525,14 @@ private:
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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break;
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}
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}
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case Tegra::Shader::TextureType::TextureCube: {
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std::string x = regs.GetRegisterAsFloat(instr.gpr8);
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std::string y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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std::string z = regs.GetRegisterAsFloat(instr.gpr8.Value() + 2);
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ASSERT(instr.gpr20.Value() == Register::ZeroIndex);
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coord = "vec3 coords = vec3(" + x + ", " + y + ", " + z + ");";
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break;
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}
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default:
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
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LOG_CRITICAL(HW_GPU, "Unhandled texture type {}",
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static_cast<u32>(instr.tex.texture_type.Value()));
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static_cast<u32>(instr.tex.texture_type.Value()));
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