gl_shader_decompiler: Fix TEXS mask and dest.
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@ -766,13 +766,16 @@ private:
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// goes into gpr28+0 and gpr28+1
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// goes into gpr28+0 and gpr28+1
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size_t texs_offset{};
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size_t texs_offset{};
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size_t src_elem{};
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for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
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for (const auto& dest : {instr.gpr0.Value(), instr.gpr28.Value()}) {
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size_t dest_elem{};
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for (unsigned elem = 0; elem < 2; ++elem) {
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for (unsigned elem = 0; elem < 2; ++elem) {
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if (!instr.texs.IsComponentEnabled(elem)) {
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if (!instr.texs.IsComponentEnabled(src_elem++)) {
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// Skip disabled components
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// Skip disabled components
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continue;
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continue;
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}
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}
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regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false, elem);
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regs.SetRegisterToFloat(dest, elem + texs_offset, texture, 1, 4, false,
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dest_elem++);
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}
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}
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if (!instr.texs.HasTwoDestinations()) {
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if (!instr.texs.HasTwoDestinations()) {
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