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shader: clamp before float-to-int conversion and drop the redundant truncate
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@@ -518,8 +518,6 @@ uint32_t EmitClassMaskF16(EmitterState& state, uint32_t bits, uint32_t mask);
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uint32_t EmitMinMaxF32Value(EmitterState& state, uint32_t lhs, uint32_t rhs, bool max_value);
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inline constexpr auto EmitTruncF32Value = EmitGlsl<GLSLstd450Trunc, IR::Type::F32, uint32_t>;
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uint32_t EmitFlushF32DenormToSignedZero(EmitterState& state, uint32_t value);
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uint32_t EmitTrigCycleF32(EmitterState& state, uint32_t src, bool preserve_signed_zero);
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