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shader: Implement TEXS
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@ -512,6 +512,14 @@ Value IREmitter::UnpackFloat2x16(const U32& value) {
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return Inst(Opcode::UnpackFloat2x16, value);
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}
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U32 IREmitter::PackHalf2x16(const Value& vector) {
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return Inst<U32>(Opcode::PackHalf2x16, vector);
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}
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Value IREmitter::UnpackHalf2x16(const U32& value) {
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return Inst(Opcode::UnpackHalf2x16, value);
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}
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F64 IREmitter::PackDouble2x32(const Value& vector) {
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return Inst<F64>(Opcode::PackDouble2x32, vector);
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}
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@ -115,6 +115,9 @@ public:
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[[nodiscard]] U32 PackFloat2x16(const Value& vector);
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[[nodiscard]] Value UnpackFloat2x16(const U32& value);
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[[nodiscard]] U32 PackHalf2x16(const Value& vector);
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[[nodiscard]] Value UnpackHalf2x16(const U32& value);
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[[nodiscard]] F64 PackDouble2x32(const Value& vector);
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[[nodiscard]] Value UnpackDouble2x32(const F64& value);
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@ -36,7 +36,8 @@ union TextureInstInfo {
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u32 raw;
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BitField<0, 8, TextureType> type;
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BitField<8, 1, u32> has_bias;
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BitField<16, 1, u32> has_lod_clamp;
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BitField<9, 1, u32> has_lod_clamp;
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BitField<10, 1, u32> relaxed_precision;
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};
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static_assert(sizeof(TextureInstInfo) <= sizeof(u32));
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