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shader: keep fragment layer values under lane masks
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -32,6 +32,10 @@ uint32_t Builder::AllocateId() {
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return m_next_id++;
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}
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void Builder::RequireVersion(uint32_t version) {
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m_version = std::max(m_version, version);
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}
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void Builder::RequireCapability(uint32_t capability) {
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if (m_required_capabilities.insert(capability).second) {
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AddCapability({capability});
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