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shader: generalize D16 buffer format component handling
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@@ -455,12 +455,17 @@ void Translator::BUFFER_LOAD(const Decoder::Instruction& inst) {
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AddMemoryInfo(memory, inst.pc));
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if (bits != 32u) {
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WriteOperand(inst.dst, WidenSubdword(loaded, bits, sign));
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} else if (memory.data_dwords == 1u) {
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WriteOperand(inst.dst, loaded);
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} else {
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for (uint32_t component = 0; component < memory.data_dwords; component++) {
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WriteOperand(OffsetOperand(inst.dst, component),
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ir.CompositeExtract(loaded, component));
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return;
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}
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for (uint32_t component = 0; component < memory.data_dwords; component++) {
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const auto dst = OffsetOperand(inst.dst, component);
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const auto value =
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memory.data_dwords == 1u ? IR::U32(loaded) : ir.CompositeExtract(loaded, component);
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// D16 formats with an odd component count keep the high half of their final VGPR.
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if (memory.data_bits == 16u && component * 2u + 1u == memory.component_count) {
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Write16Bits(dst, value);
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} else {
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WriteOperand(dst, value);
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}
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}
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}
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