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	shader: Fix address register offset behavior in GLSL. (#6920)
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					 1 changed files with 9 additions and 1 deletions
				
			
		|  | @ -334,7 +334,7 @@ private: | |||
|             return fmt::format("reg_tmp{}", index); | ||||
|         case RegisterType::FloatUniform: | ||||
|             if (address_register_index != 0) { | ||||
|                 return fmt::format("uniforms.f[{} + address_registers.{}]", index, | ||||
|                 return fmt::format("get_offset_register({}, address_registers.{})", index, | ||||
|                                    "xyz"[address_register_index - 1]); | ||||
|             } | ||||
|             return fmt::format("uniforms.f[{}]", index); | ||||
|  | @ -835,6 +835,14 @@ private: | |||
| #endif | ||||
|         } | ||||
| 
 | ||||
|         shader.AddLine("vec4 get_offset_register(int base_index, int offset) {{"); | ||||
|         ++shader.scope; | ||||
|         shader.AddLine("int fixed_offset = offset >= -128 && offset <= 127 ? offset : 0;"); | ||||
|         shader.AddLine("uint index = uint((base_index + fixed_offset) & 0x7F);"); | ||||
|         shader.AddLine("return index < 96u ? uniforms.f[index] : vec4(1.0);"); | ||||
|         --shader.scope; | ||||
|         shader.AddLine("}}\n"); | ||||
| 
 | ||||
|         // Add declarations for registers
 | ||||
|         shader.AddLine("bvec2 conditional_code = bvec2(false);"); | ||||
|         shader.AddLine("ivec3 address_registers = ivec3(0);"); | ||||
|  |  | |||
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