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Implement BFI, BRK, FLO, FSWZADD, PBK, SHFL and TXD shader instructions, misc. fixes
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float Helper_ShuffleUp(float x, uint index, uint mask)
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{
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uint clamp = mask & 0x1fu;
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uint segMask = (mask >> 8) & 0x1fu;
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uint minThreadId = gl_SubGroupInvocationARB & segMask;
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uint srcThreadId = gl_SubGroupInvocationARB - index;
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return (srcThreadId >= minThreadId) ? readInvocationARB(x, srcThreadId) : x;
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}
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