shader: keep fragment layer values under lane masks

Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
This commit is contained in:
nmzikandshadowbeat070 committed 2026-09-05 11:43:49 +04:00
1 parent 2ec0e9e8f3
commit b96a30ed88
16 files changed
+458 -25

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@@ -71,7 +71,8 @@ uint32_t EmitBuiltinU32(ValueEmitContext& ctx, IR::StageInputKind kind, uint32_t
{OpSelect, TypeU32(state), bits, value, ConstantU32(state, 1), ConstantU32(state, 0)});
return bits;
}
if (kind == IR::StageInputKind::VertexIndex || kind == IR::StageInputKind::InstanceIndex) {
if (kind == IR::StageInputKind::VertexIndex || kind == IR::StageInputKind::InstanceIndex ||
kind == IR::StageInputKind::Layer) {
const auto value = state.builder.AllocateId();
const auto bits = state.builder.AllocateId();
state.builder.AddFunction({OpLoad, TypeI32(state), value, variable});