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This is wrong because u_xlatu0.y and u_xlatu0.z will always be zero.
I think this is caused by having to split the instruction into 4 calls to bitfieldExtract.
Sometimes when converting an UBFE opcode to GLSL code like this is generated:
This is wrong because
u_xlatu0.y
andu_xlatu0.z
will always be zero.I think this is caused by having to split the instruction into 4 calls to
bitfieldExtract
.HLSLcc/src/toGLSLInstruction.cpp
Line 4010 in 45cd512
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