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gl_shader_decompiler: Implement LD_C instruction.
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@ -175,6 +175,15 @@ enum class FloatRoundingOp : u64 {
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Trunc = 3,
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};
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enum class UniformType : u64 {
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UnsignedByte = 0,
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SignedByte = 1,
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UnsignedShort = 2,
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SignedShort = 3,
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Single = 4,
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Double = 5,
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};
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union Instruction {
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Instruction& operator=(const Instruction& instr) {
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value = instr.value;
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@ -252,6 +261,11 @@ union Instruction {
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BitField<49, 1, u64> negate_c;
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} ffma;
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union {
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BitField<48, 3, UniformType> type;
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BitField<44, 2, u64> unknown;
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} ld_c;
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union {
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BitField<0, 3, u64> pred0;
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BitField<3, 3, u64> pred3;
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@ -378,6 +392,7 @@ public:
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KIL,
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BRA,
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LD_A,
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LD_C,
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ST_A,
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TEX,
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TEXQ, // Texture Query
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@ -552,6 +567,7 @@ private:
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INST("111000110011----", Id::KIL, Type::Flow, "KIL"),
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INST("111000100100----", Id::BRA, Type::Flow, "BRA"),
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INST("1110111111011---", Id::LD_A, Type::Memory, "LD_A"),
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INST("1110111110010---", Id::LD_C, Type::Memory, "LD_C"),
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INST("1110111111110---", Id::ST_A, Type::Memory, "ST_A"),
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INST("1100000000111---", Id::TEX, Type::Memory, "TEX"),
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INST("1101111101001---", Id::TEXQ, Type::Memory, "TEXQ"),
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