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shader: Implement TLD4 and TLD4_B
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@ -353,16 +353,22 @@ OPCODE(BindlessImageSampleImplicitLod, F32x4, U32,
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OPCODE(BindlessImageSampleExplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BindlessImageSampleDrefImplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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OPCODE(BindlessImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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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(BoundImageSampleImplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BoundImageSampleExplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(BoundImageSampleDrefImplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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OPCODE(BoundImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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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(ImageSampleImplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(ImageSampleExplicitLod, F32x4, U32, Opaque, Opaque, Opaque, )
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OPCODE(ImageSampleDrefImplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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OPCODE(ImageSampleDrefExplicitLod, F32, U32, Opaque, F32, Opaque, Opaque, )
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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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// Warp operations
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OPCODE(VoteAll, U1, U1, )
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