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shader_decode: Use proper primitive names
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4 changed files with 21 additions and 25 deletions
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@ -163,13 +163,11 @@ enum class OperationCode {
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F4TextureQueryLod, /// (MetaTexture, float[N] coords) -> float4
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F4TexelFetch, /// (MetaTexture, int[N], int) -> float4
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Bra, /// (uint branch_target) -> void
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Ssy, /// (uint branch_target) -> void
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Pbk, /// (uint branch_target) -> void
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Sync, /// () -> void
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Brk, /// () -> void
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Exit, /// () -> void
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Kil, /// () -> void
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Branch, /// (uint branch_target) -> void
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PushFlowStack, /// (uint branch_target) -> void
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PopFlowStack, /// () -> void
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Exit, /// () -> void
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Discard, /// () -> void
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EmitVertex, /// () -> void
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EndPrimitive, /// () -> void
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