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