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gl_shader_decompiler: Implement SHR instruction.
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@ -259,6 +259,10 @@ union Instruction {
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}
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}
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} alu;
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} alu;
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union {
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BitField<48, 1, u64> is_signed;
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} shift;
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union {
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union {
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BitField<39, 5, u64> shift_amount;
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BitField<39, 5, u64> shift_amount;
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BitField<48, 1, u64> negate_b;
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BitField<48, 1, u64> negate_b;
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@ -973,6 +973,19 @@ private:
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}
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}
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switch (opcode->GetId()) {
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switch (opcode->GetId()) {
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case OpCode::Id::SHR_C:
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case OpCode::Id::SHR_R:
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case OpCode::Id::SHR_IMM: {
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if (!instr.shift.is_signed) {
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// Logical shift right
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op_a = "uint(" + op_a + ')';
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}
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// Cast to int is superfluous for arithmetic shift, it's only for a logical shift
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regs.SetRegisterToInteger(instr.gpr0, true, 0, "int(" + op_a + " >> " + op_b + ')',
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1, 1);
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break;
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}
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case OpCode::Id::SHL_C:
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case OpCode::Id::SHL_C:
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case OpCode::Id::SHL_R:
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case OpCode::Id::SHL_R:
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case OpCode::Id::SHL_IMM:
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case OpCode::Id::SHL_IMM:
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