[D3D12] Fix 16.16.16.16 vertex fetch
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@ -1048,7 +1048,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
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EmitSourceDepth("xe_pv.zw = float2(0.0, 1.0);\n");
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break;
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case VertexFormat::k_16_16_16_16:
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EmitSourceDepth("xe_vertex_element = (xe_vertex_element.xxxx >>\n");
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EmitSourceDepth("xe_vertex_element = (xe_vertex_element.xxyy >>\n");
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EmitSourceDepth(" uint4(0u, 16u, 0u, 16u)) & 65535u;\n");
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if (instr.attributes.is_signed) {
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EmitSourceDepth(
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@ -1073,7 +1073,7 @@ void HlslShaderTranslator::ProcessVertexFetchInstruction(
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EmitSourceDepth("xe_pv.zw = float2(0.0, 1.0);\n");
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break;
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case VertexFormat::k_16_16_16_16_FLOAT:
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EmitSourceDepth("xe_vertex_element = (xe_vertex_element.xxxx >>\n");
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EmitSourceDepth("xe_vertex_element = (xe_vertex_element.xxyy >>\n");
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EmitSourceDepth(" uint4(0u, 16u, 0u, 16u)) & 65535u;\n");
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EmitSourceDepth("xe_pv = f16tof32(xe_vertex_element);\n");
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break;
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