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shader: rework resource specialization and optimize pipeline caching
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@@ -48,7 +48,7 @@ std::vector<Parameter> GetParameters(const ShaderVertexInputInfo& vertex_info,
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std::vector<Parameter> parameters;
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for (const auto input: active_inputs) {
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const auto input_location = ShaderPixelParameterMappedLocation(*pixel_info, input);
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if ((vertex_info.param_export_mask & (1u << input_location)) != 0) {
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if ((vertex_info.stage.program->param_export_mask & (1u << input_location)) != 0) {
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parameters.push_back({input_location,
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ShaderPixelParameterLocation(*pixel_info, active_inputs, input),
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ShaderPixelParameterIsFlat(*pixel_info, input)});
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