Ignore ZR target texture color registers on shader
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@ -68,9 +68,9 @@ namespace Ryujinx.Graphics.Gal.Shader
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private static void EmitTex(ShaderIrBlock Block, long OpCode, ShaderIrInst Inst)
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{
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//TODO: Support other formats.
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ShaderIrNode OperA = GetOperGpr8 (OpCode);
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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ShaderIrNode OperA = GetOperGpr8 (OpCode);
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ShaderIrNode OperB = GetOperGpr20 (OpCode);
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ShaderIrNode OperC = GetOperImm13_36(OpCode);
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for (int Ch = 0; Ch < 4; Ch++)
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{
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@ -95,6 +95,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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Dst.Index += Ch & 1;
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if (Dst.Index >= ShaderIrOperGpr.ZRIndex)
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{
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continue;
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}
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Block.AddNode(GetPredNode(new ShaderIrAsg(Dst, Src), OpCode));
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}
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}
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