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shader_recompiler: Add buffer offset calculation when swizzle is enabled. (#834)
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@@ -269,6 +269,8 @@ Id EmitIMul32(EmitContext& ctx, Id a, Id b);
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Id EmitIMul64(EmitContext& ctx, Id a, Id b);
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Id EmitSDiv32(EmitContext& ctx, Id a, Id b);
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Id EmitUDiv32(EmitContext& ctx, Id a, Id b);
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Id EmitSMod32(EmitContext& ctx, Id a, Id b);
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Id EmitUMod32(EmitContext& ctx, Id a, Id b);
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Id EmitINeg32(EmitContext& ctx, Id value);
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Id EmitINeg64(EmitContext& ctx, Id value);
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Id EmitIAbs32(EmitContext& ctx, Id value);
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@@ -96,6 +96,14 @@ Id EmitUDiv32(EmitContext& ctx, Id a, Id b) {
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return ctx.OpUDiv(ctx.U32[1], a, b);
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}
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Id EmitSMod32(EmitContext& ctx, Id a, Id b) {
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return ctx.OpSMod(ctx.U32[1], a, b);
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}
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Id EmitUMod32(EmitContext& ctx, Id a, Id b) {
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return ctx.OpUMod(ctx.U32[1], a, b);
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}
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Id EmitINeg32(EmitContext& ctx, Id value) {
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return ctx.OpSNegate(ctx.U32[1], value);
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}
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