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gl_shader_decompiler: Use uint for images and fix SUATOM
In the process remove implementation of SUATOM.MIN and SUATOM.MAX as these require a distinction between U32 and S32. These have to be implemented with imageCompSwap loop.
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@ -276,16 +276,13 @@ private:
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bool is_shadow);
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/// Accesses an image.
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Image& GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type,
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std::optional<Tegra::Shader::ImageAtomicSize> size = {});
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Image& GetImage(Tegra::Shader::Image image, Tegra::Shader::ImageType type);
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/// Access a bindless image sampler.
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Image& GetBindlessImage(Tegra::Shader::Register reg, Tegra::Shader::ImageType type,
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std::optional<Tegra::Shader::ImageAtomicSize> size = {});
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Image& GetBindlessImage(Tegra::Shader::Register reg, Tegra::Shader::ImageType type);
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/// Tries to access an existing image, updating it's state as needed
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Image* TryUseExistingImage(u64 offset, Tegra::Shader::ImageType type,
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std::optional<Tegra::Shader::ImageAtomicSize> size);
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Image* TryUseExistingImage(u64 offset, Tegra::Shader::ImageType type);
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/// Extracts a sequence of bits from a node
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Node BitfieldExtract(Node value, u32 offset, u32 bits);
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