[D3D12] DXBC: Fix UAV and sampler operands
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@@ -1807,8 +1807,8 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 2));
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_SAMPLER, kSwizzleXYZW, 2));
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shader_code_.push_back(
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EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_SAMPLER, 2));
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(sampler_register);
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++stat_.instruction_count;
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@@ -1848,8 +1848,8 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 2));
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_SAMPLER, kSwizzleXYZW, 2));
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shader_code_.push_back(
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EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_SAMPLER, 2));
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(EncodeVectorSelectOperand(
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@@ -1874,8 +1874,8 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 2));
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_SAMPLER, kSwizzleXYZW, 2));
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shader_code_.push_back(
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EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_SAMPLER, 2));
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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@@ -1921,8 +1921,8 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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D3D10_SB_OPERAND_TYPE_RESOURCE, kSwizzleXYZW, 2));
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(srv_register_current);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_SAMPLER, kSwizzleXYZW, 2));
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shader_code_.push_back(
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EncodeZeroComponentOperand(D3D10_SB_OPERAND_TYPE_SAMPLER, 2));
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shader_code_.push_back(sampler_register);
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shader_code_.push_back(sampler_register);
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if (explicit_lod || instr.attributes.lod_bias != 0.0f) {
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