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graphics: use per-invocation shader masks
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@@ -18,7 +18,6 @@
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#include "graphics/host_gpu/renderer/pipeline/descriptorCache.h"
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#include "graphics/host_gpu/renderer/pipeline/pipelineCache.h"
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#include "graphics/host_gpu/renderer/pipeline/shaderResourceBarrier.h"
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#include "graphics/host_gpu/renderer/pipeline/shaderSubgroup.h"
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#include "graphics/host_gpu/renderer/render.h"
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#include "graphics/host_gpu/renderer/renderContext.h"
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#include "graphics/host_gpu/vulkanCommon.h"
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@@ -1061,12 +1060,10 @@ static void RefreshShaders(RenderCommandBuffer& buffer, const DrawCallInfo& draw
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for (uint32_t i = 0; i < state.color_count; i++) {
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target_export_mapping[state.color_info[i].target_slot] = state.color_info[i].export_mapping;
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}
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const auto lane_mask_mode = SelectGraphicsLaneMaskMode(64u);
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if (log_phases) {
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LogDrawPhase(draw.name, "ShaderCompileInfoVS");
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}
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if (!ShaderCompileInfoVS(vertex_shader_info, shader_regs, lane_mask_mode, state.vs_input_info,
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if (!ShaderCompileInfoVS(vertex_shader_info, shader_regs, state.vs_input_info,
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state.vs_shader)) {
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EXIT("ShaderCompileInfoVS failed for draw %s\n", draw.name);
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}
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@@ -1077,7 +1074,7 @@ static void RefreshShaders(RenderCommandBuffer& buffer, const DrawCallInfo& draw
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if (log_phases) {
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LogDrawPhase(draw.name, "ShaderCompileInfoPS");
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}
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if (!ShaderCompileInfoPS(pixel_shader_info, shader_regs, lane_mask_mode, state.vs_input_info,
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if (!ShaderCompileInfoPS(pixel_shader_info, shader_regs, state.vs_input_info,
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target_export_mapping, state.ps_input_info, state.ps_shader)) {
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EXIT("ShaderCompileInfoPS failed for draw %s\n", draw.name);
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}
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