Making texture fetching split from samplers.
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@@ -255,7 +255,7 @@ void Shader::GatherTextureFetch(const xenos::instr_fetch_tex_t* tex) {
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XEASSERT(inputs.count + 1 < XECOUNT(inputs.descs));
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auto& input = inputs.descs[inputs.count++];
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input.input_index = inputs.count - 1;
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input.fetch_slot = tex->const_idx - 16; // ?
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input.fetch_slot = tex->const_idx & 0xF; // ?
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input.tex_fetch = *tex;
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// Format mangling, size estimation, etc.
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