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refactor(shader): preserve native wide buffer operations
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@@ -323,6 +323,10 @@ bool EmitValueAlu(ValueEmitContext& ctx, const IR::Inst& inst) {
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ctx.Emit(inst, OpCompositeConstruct, IR::Type::U32x2,
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{ctx.Arg(inst, 0), ctx.Arg(inst, 1)});
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return true;
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case IR::ValueOpcode::CompositeConstructU32x3:
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ctx.Emit(inst, OpCompositeConstruct, IR::Type::U32x3,
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{ctx.Arg(inst, 0), ctx.Arg(inst, 1), ctx.Arg(inst, 2)});
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return true;
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case IR::ValueOpcode::CompositeConstructF32x2:
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ctx.Emit(inst, OpCompositeConstruct, IR::Type::F32x2,
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{ctx.Arg(inst, 0), ctx.Arg(inst, 1)});
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@@ -332,6 +336,7 @@ bool EmitValueAlu(ValueEmitContext& ctx, const IR::Inst& inst) {
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{ctx.Arg(inst, 0), ctx.Arg(inst, 1), ctx.Arg(inst, 2), ctx.Arg(inst, 3)});
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return true;
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case IR::ValueOpcode::CompositeExtractU32x2:
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case IR::ValueOpcode::CompositeExtractU32x3:
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case IR::ValueOpcode::CompositeExtractU32x4:
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ctx.Emit(inst, OpCompositeExtract, IR::Type::U32,
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{ctx.Arg(inst, 0), inst.Arg(1).U32()});
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