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shader: type pixel outputs of UINT and SINT render targets as integer vectors
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com> Co-authored-by: Mac <me@itsmemac.com> Co-authored-by: Senaxx <michelbeld@gmail.com>
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@@ -490,7 +490,9 @@ void BuildStageStaticKey(const ShaderPixelInputInfo& info, std::vector<uint32_t>
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key.push_back(static_cast<uint32_t>(info.object_primitive_id));
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key.push_back(static_cast<uint32_t>(info.alpha_blend_source));
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key.insert(key.end(), std::begin(info.target_output_mode), std::end(info.target_output_mode));
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key.push_back(info.target_packed_unorm_mask | (uint32_t {info.target_round_mode} << 8u));
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key.push_back(info.target_packed_unorm_mask | (uint32_t {info.target_round_mode} << 8u) |
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(uint32_t {info.target_uint_mask} << 16u) |
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(uint32_t {info.target_sint_mask} << 24u));
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const auto mask = info.target_shader_mask;
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key.push_back((mask | (mask >> 1u) | (mask >> 2u) | (mask >> 3u)) & 0x11111111u);
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for (uint32_t base = 0; base < info.target_export_mapping.size(); base += 4u) {
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