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gl_shader_decompiler: Improve generated code in HMergeH*
Avoiding bitwise expressions, this fixes Turing issues in shaders using half float merges that affected several games.
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@ -1819,15 +1819,17 @@ private:
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}
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Expression HMergeH0(Operation operation) {
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std::string dest = VisitOperand(operation, 0).AsUint();
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std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("(({} & 0x0000FFFFU) | ({} & 0xFFFF0000U))", src, dest), Type::Uint};
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("vec2(unpackHalf2x16({}).x, unpackHalf2x16({}).y)", src, dest),
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Type::HalfFloat};
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}
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Expression HMergeH1(Operation operation) {
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std::string dest = VisitOperand(operation, 0).AsUint();
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std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("(({} & 0x0000FFFFU) | ({} & 0xFFFF0000U))", dest, src), Type::Uint};
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("vec2(unpackHalf2x16({}).x, unpackHalf2x16({}).y)", dest, src),
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Type::HalfFloat};
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}
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Expression HPack2(Operation operation) {
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