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shader: Implement SULD and SUST
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@ -389,6 +389,8 @@ OPCODE(BindlessImageFetch, F32x4, U32,
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OPCODE(BindlessImageQueryDimensions, U32x4, U32, U32, )
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OPCODE(BindlessImageQueryLod, F32x4, U32, Opaque, )
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OPCODE(BindlessImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, )
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OPCODE(BindlessImageRead, U32x4, U32, Opaque, )
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OPCODE(BindlessImageWrite, Void, U32, Opaque, U32x4, )
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OPCODE(BoundImageSampleImplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BoundImageSampleExplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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@ -400,6 +402,8 @@ OPCODE(BoundImageFetch, F32x4, U32,
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OPCODE(BoundImageQueryDimensions, U32x4, U32, U32, )
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OPCODE(BoundImageQueryLod, F32x4, U32, Opaque, )
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OPCODE(BoundImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, )
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OPCODE(BoundImageRead, U32x4, U32, Opaque, )
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OPCODE(BoundImageWrite, Void, U32, Opaque, U32x4, )
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OPCODE(ImageSampleImplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(ImageSampleExplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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@ -411,6 +415,8 @@ OPCODE(ImageFetch, F32x4, U32,
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OPCODE(ImageQueryDimensions, U32x4, U32, U32, )
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OPCODE(ImageQueryLod, F32x4, U32, Opaque, )
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OPCODE(ImageGradient, F32x4, U32, Opaque, Opaque, Opaque, Opaque, )
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OPCODE(ImageRead, U32x4, U32, Opaque, )
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OPCODE(ImageWrite, Void, U32, Opaque, U32x4, )
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// Warp operations
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OPCODE(VoteAll, U1, U1, )
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