[D3D12] DXBC: vfetch RoundIndex, vertex index signedness fixes
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@@ -412,7 +412,7 @@ void DxbcShaderTranslator::StartVertexShader_LoadVertexIndex() {
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// Convert to float and replicate the swapped value in the destination
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// register (what should be in YZW is unknown, but just to make it a bit
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// cleaner).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_ITOF) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UTOF) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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@@ -3026,7 +3026,7 @@ const DxbcShaderTranslator::SystemConstantRdef DxbcShaderTranslator::
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// vec4 0
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{"xe_flags", RdefTypeIndex::kUint, 0, 4},
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{"xe_vertex_index_endian", RdefTypeIndex::kUint, 4, 4},
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{"xe_vertex_base_index", RdefTypeIndex::kUint, 8, 4},
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{"xe_vertex_base_index", RdefTypeIndex::kInt, 8, 4},
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{"xe_pixel_pos_reg", RdefTypeIndex::kUint, 12, 4},
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// vec4 1
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{"xe_ndc_scale", RdefTypeIndex::kFloat3, 16, 12},
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