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shader: support DS_WRITE_B8_D16_HI (#794)
Decode GFX10 DS opcode 0xa0 as DS_WRITE_B8_D16_HI (next to DS_WRITE_B16_D16_HI at 0xa1) and lower it through the existing 8-bit shared-memory write. The stored byte is bits 23:16 of the data VGPR, selected with SDWA BYTE_2 on src1. Add captured-instruction decode coverage (from GTA V, PPSA04264) and a runtime regression that writes one byte of a distinctive source value into a pre-filled LDS dword.
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@@ -694,6 +694,7 @@ std::string InstructionToString(const Instruction& inst) {
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case Opcode::DS_READ_B128:
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case Opcode::DS_WRITE_B8:
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case Opcode::DS_WRITE_B16:
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case Opcode::DS_WRITE_B8_D16_HI:
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case Opcode::DS_WRITE_B16_D16_HI:
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case Opcode::DS_WRITE2_B32:
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case Opcode::DS_WRITE2ST64_B32:
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