case SHADER_OPCODE_TYPED_ATOMIC:
case SHADER_OPCODE_TYPED_SURFACE_READ:
case SHADER_OPCODE_TYPED_SURFACE_WRITE:
+ case SHADER_OPCODE_BYTE_SCATTERED_WRITE:
+ case SHADER_OPCODE_BYTE_SCATTERED_READ:
/* We only propagate into the surface argument of the
* instruction. Everything else goes through LOAD_PAYLOAD.
*/
case SHADER_OPCODE_TYPED_ATOMIC_LOGICAL:
case SHADER_OPCODE_TYPED_SURFACE_READ_LOGICAL:
case SHADER_OPCODE_TYPED_SURFACE_WRITE_LOGICAL:
+ case SHADER_OPCODE_BYTE_SCATTERED_WRITE_LOGICAL:
+ case SHADER_OPCODE_BYTE_SCATTERED_READ_LOGICAL:
inst->src[i] = val;
progress = true;
break;