shader: Use std::bit_cast instead of Common::BitCast for passthrough

This commit is contained in:
ReinUsesLisp 2021-06-24 17:42:07 -03:00 committed by ameerj
parent 8a3427a4c8
commit 8612b5fec5

View file

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