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glsl: Avoid implicit int->uint conversions
Silences debug output regarding implicit int -> uint conversions
This commit is contained in:
parent
8a0425570c
commit
99f5145aab
2 changed files with 24 additions and 24 deletions
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@ -244,10 +244,10 @@ namespace glsl
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"int preserve_sign_s16(const in uint bits)\n"
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"int preserve_sign_s16(const in uint bits)\n"
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"{\n"
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"{\n"
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" //convert raw 16 bit value into signed 32-bit integer counterpart\n"
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" //convert raw 16 bit value into signed 32-bit integer counterpart\n"
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" if ((bits & 0x8000) == 0)\n"
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" if ((bits & 0x8000u) == 0)\n"
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" return int(bits);\n"
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" return int(bits);\n"
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" else\n"
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" else\n"
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" return int(bits | 0xFFFF0000);\n"
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" return int(bits | 0xFFFF0000u);\n"
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"}\n\n"
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"}\n\n"
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"#define get_s16(v, s) preserve_sign_s16(get_bits(v, s))\n\n";
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"#define get_s16(v, s) preserve_sign_s16(get_bits(v, s))\n\n";
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@ -343,9 +343,9 @@ namespace glsl
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" break;\n"
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" break;\n"
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" case 5:\n"
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" case 5:\n"
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" //cmp\n"
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" //cmp\n"
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" result.x = preserve_sign_s16((tmp.x & 0x7FF) << 5);\n"
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" result.x = preserve_sign_s16((tmp.x & 0x7FFu) << 5);\n"
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" result.y = preserve_sign_s16(((tmp.x >> 11) & 0x7FF) << 5);\n"
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" result.y = preserve_sign_s16(((tmp.x >> 11) & 0x7FFu) << 5);\n"
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" result.z = preserve_sign_s16(((tmp.x >> 22) & 0x3FF) << 6);\n"
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" result.z = preserve_sign_s16(((tmp.x >> 22) & 0x3FFu) << 6);\n"
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" result.w = 1.;\n"
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" result.w = 1.;\n"
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" scale = vec4(32767., 32767., 32767., 1.);\n"
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" scale = vec4(32767., 32767., 32767., 1.);\n"
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" break;\n"
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" break;\n"
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@ -388,14 +388,14 @@ namespace glsl
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OS <<
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OS <<
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" attribute_desc result;\n"
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" attribute_desc result;\n"
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" result.stride = attrib.x & 0xFF;\n"
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" result.stride = attrib.x & 0xFFu;\n"
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" result.frequency = (attrib.x >> 8) & 0xFFFF;\n"
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" result.frequency = (attrib.x >> 8) & 0xFFFFu;\n"
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" result.type = (attrib.x >> 24) & 0x7;\n"
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" result.type = (attrib.x >> 24) & 0x7u;\n"
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" result.attribute_size = (attrib.x >> 27) & 0x7;\n"
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" result.attribute_size = (attrib.x >> 27) & 0x7u;\n"
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" result.starting_offset = (attrib.y & 0x1FFFFFFF);\n"
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" result.starting_offset = (attrib.y & 0x1FFFFFFFu);\n"
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" result.swap_bytes = ((attrib.y >> 29) & 0x1) != 0;\n"
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" result.swap_bytes = ((attrib.y >> 29) & 0x1u) != 0;\n"
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" result.is_volatile = ((attrib.y >> 30) & 0x1) != 0;\n"
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" result.is_volatile = ((attrib.y >> 30) & 0x1u) != 0;\n"
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" result.modulo = ((attrib.y >> 31) & 0x1) != 0;\n"
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" result.modulo = ((attrib.y >> 31) & 0x1u) != 0;\n"
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" return result;\n"
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" return result;\n"
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"}\n\n"
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"}\n\n"
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@ -444,26 +444,26 @@ namespace glsl
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" {\n"
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" {\n"
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" discard;\n"
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" discard;\n"
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" }\n"
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" }\n"
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" else if ((rop_control & 0xFF) != 0)\n";
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" else if ((rop_control & 0xFFu) != 0)\n";
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}
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}
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else
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else
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{
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{
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OS << " if ((rop_control & 0xFF) != 0)\n";
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OS << " if ((rop_control & 0xFFu) != 0)\n";
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}
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}
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OS <<
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OS <<
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" {\n"
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" {\n"
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" bool alpha_test = (rop_control & 0x1) > 0;\n"
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" bool alpha_test = (rop_control & 0x1u) > 0;\n"
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" uint alpha_func = ((rop_control >> 16) & 0x7);\n";
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" uint alpha_func = ((rop_control >> 16) & 0x7u);\n";
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if (!props.fp32_outputs)
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if (!props.fp32_outputs)
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{
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{
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OS << " bool srgb_convert = (rop_control & 0x2) > 0;\n\n";
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OS << " bool srgb_convert = (rop_control & 0x2u) > 0;\n\n";
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}
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}
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if (props.emulate_coverage_tests)
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if (props.emulate_coverage_tests)
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{
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{
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OS << " bool a2c_enabled = (rop_control & 0x10) > 0;\n";
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OS << " bool a2c_enabled = (rop_control & 0x10u) > 0;\n";
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}
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}
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OS <<
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OS <<
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@ -587,7 +587,7 @@ namespace glsl
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OS <<
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OS <<
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"bool coverage_test_passes(const in vec4 _sample, const in uint control)\n"
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"bool coverage_test_passes(const in vec4 _sample, const in uint control)\n"
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"{\n"
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"{\n"
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" if ((control & 0x1) == 0) return false;\n"
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" if ((control & 0x1u) == 0) return false;\n"
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"\n"
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"\n"
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" float random = _rand(gl_FragCoord);\n"
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" float random = _rand(gl_FragCoord);\n"
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" return (_sample.a > random);\n"
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" return (_sample.a > random);\n"
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@ -718,7 +718,7 @@ namespace glsl
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" return rgba;\n"
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" return rgba;\n"
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" }\n"
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" }\n"
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"\n"
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"\n"
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" if ((control_bits & 0x10) != 0)\n"
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" if ((control_bits & 0x10u) != 0)\n"
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" {\n"
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" {\n"
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" // Alphakill\n"
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" // Alphakill\n"
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" if (rgba.a < 0.000001)\n"
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" if (rgba.a < 0.000001)\n"
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@ -728,7 +728,7 @@ namespace glsl
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" }\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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"\n"
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" if ((control_bits & 0x20) != 0)\n"
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" if ((control_bits & 0x20u) != 0)\n"
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" {\n"
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" {\n"
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" // Renormalize to 8-bit (PS3) accuracy\n"
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" // Renormalize to 8-bit (PS3) accuracy\n"
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" rgba = floor(rgba * 255.);\n"
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" rgba = floor(rgba * 255.);\n"
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@ -736,7 +736,7 @@ namespace glsl
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" }\n"
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" }\n"
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"\n"
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"\n"
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" //TODO: Verify gamma control bit ordering, looks to be 0x7 for rgb, 0xF for rgba\n"
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" //TODO: Verify gamma control bit ordering, looks to be 0x7 for rgb, 0xF for rgba\n"
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" uvec4 mask = uvec4(control_bits & 0xF) & uvec4(0x1, 0x2, 0x4, 0x8);\n"
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" uvec4 mask = uvec4(control_bits & 0xFu) & uvec4(0x1, 0x2, 0x4, 0x8);\n"
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" vec4 convert = srgb_to_linear(rgba);\n"
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" vec4 convert = srgb_to_linear(rgba);\n"
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" return _select(rgba, convert, notEqual(mask, uvec4(0)));\n"
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" return _select(rgba, convert, notEqual(mask, uvec4(0)));\n"
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"}\n\n"
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"}\n\n"
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@ -283,7 +283,7 @@ std::string VertexProgramDecompiler::GetCond()
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std::string VertexProgramDecompiler::GetOptionalBranchCond()
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std::string VertexProgramDecompiler::GetOptionalBranchCond()
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{
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{
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std::string cond_operator = d3.brb_cond_true ? " != " : " == ";
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std::string cond_operator = d3.brb_cond_true ? " != " : " == ";
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std::string cond = "(transform_branch_bits & (1 << " + std::to_string(d3.branch_index) + "))" + cond_operator + "0";
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std::string cond = "(transform_branch_bits & (1u << " + std::to_string(d3.branch_index) + "))" + cond_operator + "0";
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return "if (" + cond + ")";
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return "if (" + cond + ")";
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}
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}
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