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graphics: compact shader keys and hash packed pipeline state
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@@ -668,15 +668,8 @@ void BuildStageStaticKey(const ShaderVertexInputInfo& info, std::vector<uint32_t
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key.push_back(destination.registers_num);
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key.push_back(destination.fetch_index);
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key.push_back(static_cast<uint32_t>(destination.attr_id));
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key.push_back(resource.Stride());
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key.push_back(static_cast<uint32_t>(resource.SwizzleEnabled()));
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key.push_back(resource.DstSelX());
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key.push_back(resource.DstSelY());
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key.push_back(resource.DstSelZ());
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key.push_back(resource.DstSelW());
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key.push_back(resource.RawFormat());
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key.push_back(resource.OutOfBounds());
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key.push_back(static_cast<uint32_t>(resource.AddTid()));
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key.push_back(resource.fields[1] & 0xbfff0000u); // Stride and swizzle enable.
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key.push_back(resource.fields[3] & 0x3087ffffu); // Channels, format, OOB, and add TID.
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}
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}
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