shader: Add constant propagation to integer vectors
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		| @@ -563,6 +563,15 @@ void ConstantPropagation(IR::Block& block, IR::Inst& inst) { | ||||
|             return (base & ~(~(~0u << bits) << offset)) | (insert << offset); | ||||
|         }); | ||||
|         return; | ||||
|     case IR::Opcode::CompositeExtractU32x2: | ||||
|         return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x2, | ||||
|                                     IR::Opcode::CompositeInsertU32x2); | ||||
|     case IR::Opcode::CompositeExtractU32x3: | ||||
|         return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x3, | ||||
|                                     IR::Opcode::CompositeInsertU32x3); | ||||
|     case IR::Opcode::CompositeExtractU32x4: | ||||
|         return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructU32x4, | ||||
|                                     IR::Opcode::CompositeInsertU32x4); | ||||
|     case IR::Opcode::CompositeExtractF32x2: | ||||
|         return FoldCompositeExtract(inst, IR::Opcode::CompositeConstructF32x2, | ||||
|                                     IR::Opcode::CompositeInsertF32x2); | ||||
|   | ||||
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