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refactor(graphics): split renderer and recompiler into focused modules
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#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_VECTORALUOPS_H_
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_VECTORALUOPS_H_
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#include "graphics/shader/recompiler/decompiler/ShaderDecoder.h"
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namespace Libs::Graphics::ShaderRecompiler::Decoder {
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bool DecodeVop2(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index, Instruction& inst,
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std::string* error);
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bool DecodeVop1(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index, Instruction& inst,
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std::string* error);
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bool DecodeVopc(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index, Instruction& inst,
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std::string* error);
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bool DecodeVop3(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index, Instruction& inst,
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std::string* error);
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bool DecodeVop3p(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index,
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Instruction& inst, std::string* error);
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bool DecodeVintrp(uint32_t pc, std::span<const uint32_t> code, uint32_t word_index,
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Instruction& inst, std::string* error);
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} // namespace Libs::Graphics::ShaderRecompiler::Decoder
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_VECTORALUOPS_H_ */
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