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shader: preserve untouched half in VOP1 B16 writes (#370)
shader: preserve native 16-bit destinations Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -141,8 +141,10 @@ void Translator::V_CVT_OFF_F32_I4(const Decoder::Instruction& inst) {
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}
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void Translator::V_CVT_PKRTZ_F16_F32(const Decoder::Instruction& inst) {
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const auto lhs = ReadOperand(SourceAt(inst, 0), IR::Type::F32);
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const auto rhs = ReadOperand(SourceAt(inst, 1), IR::Type::F32);
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const auto lhs = ApplyF32ResultModifiers(
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inst.dst, IR::F32(ReadOperand(SourceAt(inst, 0), IR::Type::F32)));
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const auto rhs = ApplyF32ResultModifiers(
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inst.dst, IR::F32(ReadOperand(SourceAt(inst, 1), IR::Type::F32)));
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WriteOperand(DestinationOperand(inst), ir.Emit(IR::ValueOpcode::PackFloat2x16Rtz, {lhs, rhs}));
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}
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