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shader: interpolate f16 parameter halves (V_INTERP_P1LL_F16, V_INTERP_P2_F16) (#1792)
shader: interpolate packed f16 attributes for v_interp_p1ll_f16 and v_interp_p2_f16 Co-authored-by: nmzik <Nmzik@mail.ru>
This commit is contained in:
@@ -4,6 +4,7 @@
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#include <algorithm>
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#include <atomic>
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#include <optional>
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namespace Libs::Graphics::ShaderRecompiler::Spirv::Emitter {
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namespace {
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@@ -140,6 +141,74 @@ uint32_t EmitDppWriteCondition(ValueEmitContext& ctx, const IR::DppMoveFlags& fl
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return writable;
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}
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uint32_t LoadVertexParameter(EmitterState& state, const InputBinding& input, uint32_t vertex,
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uint32_t chan) {
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const auto pointer = state.builder.AllocateId();
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const auto value = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpAccessChain,
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TypePointer(state, spv::StorageClassInput, TypeF32(state)), pointer,
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input.variable_id, ConstantU32(state, vertex),
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ConstantU32(state, chan & 3u));
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state.builder.AddFunction(spv::OpLoad, TypeF32(state), value, pointer);
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return value;
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}
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// Interpolates a pixel input channel to f32. A half (0 low, 1 high) selects one f16 of a packed
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// FP16_INTERP_MODE dword before blending; smooth inputs read by halves are always per-vertex.
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uint32_t EmitPixelAttribute(EmitterState& state, const InputBinding& input, uint32_t attr,
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uint32_t chan, std::optional<uint32_t> half) {
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const auto select = [&](uint32_t value) {
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if (!half) {
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return value;
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}
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const auto bits = state.builder.AllocateId();
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const auto unpacked = state.builder.AllocateId();
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const auto word = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, value);
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state.builder.AddFunction(spv::OpExtInst, TypeF32Vector(state, 2), unpacked,
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GlslStd450(state), GLSLstd450UnpackHalf2x16, bits);
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state.builder.AddFunction(spv::OpCompositeExtract, TypeF32(state), word, unpacked, *half);
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return word;
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};
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if (!input.per_vertex) {
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const auto vector = state.builder.AllocateId();
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const auto component = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpLoad, TypeF32Vector(state, 4), vector, input.variable_id);
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state.builder.AddFunction(spv::OpCompositeExtract, TypeF32(state), component, vector,
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chan & 3u);
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return select(component);
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}
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if (PixelParameterIsFlat(state, attr)) {
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const auto vertex =
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state.input_info.pixel->parameter_mode == ShaderPixelParameterMode::LastVertex ? 2u : 0u;
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return select(LoadVertexParameter(state, input, vertex, chan));
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}
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const auto barycentric_kind = state.input_info.pixel->ps_no_perspective
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? IR::StageInputKind::BaryCoordNoPerspective
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: IR::StageInputKind::BaryCoordSmooth;
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const auto barycentric = InputVariableForKind(state, barycentric_kind);
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uint32_t sum = 0;
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for (uint32_t vertex = 0; vertex < 3u; vertex++) {
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const auto pointer = state.builder.AllocateId();
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const auto weight = state.builder.AllocateId();
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const auto product = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpAccessChain,
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TypePointer(state, spv::StorageClassInput, TypeF32(state)),
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pointer, barycentric, ConstantU32(state, vertex));
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state.builder.AddFunction(spv::OpLoad, TypeF32(state), weight, pointer);
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state.builder.AddFunction(spv::OpFMul, TypeF32(state), product,
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select(LoadVertexParameter(state, input, vertex, chan)), weight);
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if (vertex == 0u) {
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sum = product;
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} else {
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const auto next = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpFAdd, TypeF32(state), next, sum, product);
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sum = next;
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}
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}
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return sum;
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}
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uint32_t EmitAttribute(EmitterState& state, uint32_t attr, uint32_t chan) {
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const auto* input = InputBindingForParameter(state, attr);
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if (input == nullptr || input->variable_id == 0) {
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@@ -148,57 +217,9 @@ uint32_t EmitAttribute(EmitterState& state, uint32_t attr, uint32_t chan) {
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if (state.program.stage == ShaderType::Vertex || state.program.stage == ShaderType::Local) {
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return EmitVertexParameterComponentU32(state, *input, chan & 3u);
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}
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const auto load_per_vertex = [&](uint32_t vertex) {
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const auto pointer = state.builder.AllocateId();
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const auto value = state.builder.AllocateId();
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state.builder.AddFunction(
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spv::OpAccessChain, TypePointer(state, spv::StorageClassInput, TypeF32(state)), pointer,
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input->variable_id, ConstantU32(state, vertex), ConstantU32(state, chan & 3u));
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state.builder.AddFunction(spv::OpLoad, TypeF32(state), value, pointer);
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return value;
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};
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if (input->per_vertex) {
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if (PixelParameterIsFlat(state, attr)) {
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const auto value = load_per_vertex(
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state.input_info.pixel->parameter_mode == ShaderPixelParameterMode::LastVertex ? 2u : 0u);
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const auto bits = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, value);
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return bits;
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}
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const auto barycentric_kind = state.input_info.pixel->ps_no_perspective
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? IR::StageInputKind::BaryCoordNoPerspective
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: IR::StageInputKind::BaryCoordSmooth;
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const auto barycentric = InputVariableForKind(state, barycentric_kind);
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uint32_t sum = 0;
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for (uint32_t vertex = 0; vertex < 3u; vertex++) {
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const auto pointer = state.builder.AllocateId();
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const auto weight = state.builder.AllocateId();
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const auto product = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpAccessChain,
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TypePointer(state, spv::StorageClassInput, TypeF32(state)),
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pointer, barycentric, ConstantU32(state, vertex));
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state.builder.AddFunction(spv::OpLoad, TypeF32(state), weight, pointer);
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state.builder.AddFunction(spv::OpFMul, TypeF32(state), product, load_per_vertex(vertex),
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weight);
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if (vertex == 0u) {
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sum = product;
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} else {
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const auto next = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpFAdd, TypeF32(state), next, sum, product);
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sum = next;
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}
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}
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const auto bits = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, sum);
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return bits;
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}
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const auto vector = state.builder.AllocateId();
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const auto component = state.builder.AllocateId();
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const auto bits = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpLoad, TypeF32Vector(state, 4), vector, input->variable_id);
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state.builder.AddFunction(spv::OpCompositeExtract, TypeF32(state), component, vector,
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chan & 3u);
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, component);
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const auto value = EmitPixelAttribute(state, *input, attr, chan, std::nullopt);
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const auto bits = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, value);
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return bits;
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}
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@@ -209,25 +230,16 @@ uint32_t EmitInterpolationParameter(ValueEmitContext& ctx, uint32_t attr, uint32
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if (!input->per_vertex) {
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return EmitAttribute(ctx.state, attr, chan);
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}
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const auto load_vertex = [&](uint32_t vertex) {
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const auto pointer = state.builder.AllocateId();
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const auto value = state.builder.AllocateId();
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state.builder.AddFunction(
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spv::OpAccessChain, TypePointer(state, spv::StorageClassInput, TypeF32(state)), pointer,
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input->variable_id, ConstantU32(state, vertex), ConstantU32(state, chan & 3u));
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state.builder.AddFunction(spv::OpLoad, TypeF32(state), value, pointer);
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return value;
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};
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uint32_t selected_vertex = (mode + 1u) % 3u;
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if (mode == 2u && PixelParameterIsFlat(state, attr)) {
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selected_vertex =
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state.input_info.pixel->parameter_mode == ShaderPixelParameterMode::LastVertex ? 2u : 0u;
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}
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uint32_t value = load_vertex(selected_vertex);
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uint32_t value = LoadVertexParameter(state, *input, selected_vertex, chan);
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if (!PixelParameterIsCustom(state, attr) && mode < 2u) {
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const auto delta = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpFSub, TypeF32(state), delta, value, load_vertex(0));
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state.builder.AddFunction(spv::OpFSub, TypeF32(state), delta, value,
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LoadVertexParameter(state, *input, 0, chan));
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value = delta;
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}
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const auto bits = state.builder.AllocateId();
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@@ -853,6 +865,12 @@ uint32_t EmitGetAttribute(ValueEmitContext& ctx, const IR::Inst& inst) {
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return EmitAttribute(ctx.state, inst.Arg(0).U32(), inst.Arg(1).U32());
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}
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uint32_t EmitGetAttributeF16(ValueEmitContext& ctx, const IR::Inst& inst) {
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const auto attr = inst.Arg(0).U32();
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return EmitPixelAttribute(ctx.state, *InputBindingForParameter(ctx.state, attr), attr,
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inst.Arg(1).U32(), inst.Arg(2).U32());
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}
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uint32_t EmitGetInterpolationParameter(ValueEmitContext& ctx, const IR::Inst& inst) {
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return EmitInterpolationParameter(ctx, inst.Arg(0).U32(), inst.Arg(1).U32(), inst.Arg(2).U32());
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}
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