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shader: Implement TXQ and fix FragDepth
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@ -356,6 +356,7 @@ OPCODE(BindlessImageSampleDrefExplicitLod, F32, U32,
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OPCODE(BindlessImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BindlessImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
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OPCODE(BindlessImageFetch, F32x4, U32, Opaque, U32, U32, )
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OPCODE(BindlessImageQueryDimensions, U32x4, U32, U32, )
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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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@ -364,6 +365,7 @@ OPCODE(BoundImageSampleDrefExplicitLod, F32, U32,
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OPCODE(BoundImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BoundImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
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OPCODE(BoundImageFetch, F32x4, U32, Opaque, U32, U32, )
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OPCODE(BoundImageQueryDimensions, U32x4, U32, U32, )
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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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@ -372,6 +374,7 @@ OPCODE(ImageSampleDrefExplicitLod, F32, U32,
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OPCODE(ImageGather, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(ImageGatherDref, F32x4, U32, Opaque, Opaque, Opaque, F32, )
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OPCODE(ImageFetch, F32x4, U32, Opaque, U32, U32, )
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OPCODE(ImageQueryDimensions, U32x4, U32, U32, )
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// Warp operations
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OPCODE(VoteAll, U1, U1, )
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