Implement BFI, BRK, FLO, FSWZADD, PBK, SHFL and TXD shader instructions, misc. fixes
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float Helper_SwizzleAdd(float x, float y, int mask)
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{
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vec4 xLut = vec4(1.0, -1.0, 1.0, 0.0);
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vec4 yLut = vec4(1.0, 1.0, -1.0, 1.0);
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int lutIdx = mask >> int(gl_SubGroupInvocationARB & 3u) * 2;
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return x * xLut[lutIdx] + y * yLut[lutIdx];
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}
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