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shader: encode 11/10-bit float formatted buffer stores as truncated unsigned floats
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@@ -531,6 +531,7 @@ inline constexpr auto EmitFNegateValue = EmitNative<spv::OpFNegate, IR::Type::F3
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inline constexpr auto EmitFAbsValue = EmitGlsl<GLSLstd450FAbs, IR::Type::F32, uint32_t>;
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uint32_t EmitF16BitsToF32(EmitterState& state, uint32_t bits);
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uint32_t EmitF32BitsToF16RtzBits(EmitterState& state, uint32_t bits);
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void EmitProgram(EmitterState& state);
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