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shader: Add constant propagation to integer vectors
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1 changed files with 9 additions and 0 deletions
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@ -563,6 +563,15 @@ void ConstantPropagation(IR::Block& block, IR::Inst& inst) {
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return (base & ~(~(~0u << bits) << offset)) | (insert << offset);
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return (base & ~(~(~0u << bits) << offset)) | (insert << offset);
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});
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});
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return;
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return;
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case IR::Opcode::CompositeExtractU32x2:
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return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x2,
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IR::Opcode::CompositeInsertU32x2);
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case IR::Opcode::CompositeExtractU32x3:
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return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x3,
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IR::Opcode::CompositeInsertU32x3);
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case IR::Opcode::CompositeExtractU32x4:
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return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x4,
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IR::Opcode::CompositeInsertU32x4);
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case IR::Opcode::CompositeExtractF32x2:
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case IR::Opcode::CompositeExtractF32x2:
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return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructF32x2,
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return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructF32x2,
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IR::Opcode::CompositeInsertF32x2);
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IR::Opcode::CompositeInsertF32x2);
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