Textures and such.
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@@ -172,6 +172,8 @@ void Shader::GatherVertexFetch(const instr_fetch_vtx_t* vtx) {
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return;
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}
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assert_true(vtx->const_index <= 0x1F);
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uint32_t fetch_slot = vtx->const_index * 3 + vtx->const_index_sel;
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auto& inputs = buffer_inputs_;
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BufferDescElement* el = nullptr;
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@@ -240,10 +242,12 @@ void Shader::GatherVertexFetch(const instr_fetch_vtx_t* vtx) {
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void Shader::GatherTextureFetch(const instr_fetch_tex_t* tex) {
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// TODO(benvanik): check dest_swiz to see if we are writing anything.
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assert_true(tex->const_idx < 0x1F);
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assert_true(sampler_inputs_.count + 1 < poly::countof(sampler_inputs_.descs));
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auto& input = sampler_inputs_.descs[sampler_inputs_.count++];
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input.input_index = sampler_inputs_.count - 1;
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input.fetch_slot = tex->const_idx & 0xF; // ?
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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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