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shader: Use std::bit_cast instead of Common::BitCast for passthrough
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1 changed files with 3 additions and 2 deletions
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <algorithm>
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#include <bit>
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#include <memory>
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#include <memory>
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#include <ranges>
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#include <ranges>
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#include <vector>
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#include <vector>
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@ -142,8 +143,8 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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program.invocations = sph.common2.threads_per_input_primitive;
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program.invocations = sph.common2.threads_per_input_primitive;
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program.is_geometry_passthrough = sph.common0.geometry_passthrough != 0;
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program.is_geometry_passthrough = sph.common0.geometry_passthrough != 0;
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if (program.is_geometry_passthrough) {
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if (program.is_geometry_passthrough) {
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const auto mask{env.GpPassthroughMask()};
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const auto& mask{env.GpPassthroughMask()};
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program.info.passthrough.mask |= ~Common::BitCast<std::bitset<256>>(mask);
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program.info.passthrough.mask |= ~std::bit_cast<std::bitset<256>>(mask);
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}
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}
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break;
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break;
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}
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}
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