message: Fix bug with structured buffer loads on D3D11
diff: @@ -3090,6 +3090,12 @@ State State::GetNext(GlobalState &global, DebugAPIWrapper *apiWrapper, State qua
  {
  srcIdx = 2;
  maxIndex = (stride - elemOffset) / sizeof(uint32_t);
  + fmt.byteWidth = 4;
  + fmt.numComps = 4;
  + if(op.operands[0].comps[0] != 0xff && op.operands[0].comps[1] == 0xff &&
  + op.operands[0].comps[2] == 0xff && op.operands[0].comps[3] == 0xff)
  + fmt.numComps = 1;
  + fmt.fmt = CompType::UInt;
  }
  // raw loads/stores can come from any component (as long as it's within range of the data!)
  if(op.operation == OPCODE_LD_RAW || op.operation == OPCODE_STORE_RAW)
  @@ -3101,7 +3107,7 @@ State State::GetNext(GlobalState &global, DebugAPIWrapper *apiWrapper, State qua
  {
  ShaderVariable fetch = TypedUAVLoad(fmt, data);
  - if(op.operation != OPCODE_LD_RAW)
  + if(op.operation != OPCODE_LD_RAW && op.operation != OPCODE_LD_STRUCTURED)
  {
  // if we are assigning into a scalar, SetDst expects the result to be in .x (as normally
  // we are assigning FROM a scalar also).
  