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shader: run merged geometry stages as mesh shaders
Co-authored-by: Brandon Strong <brandostrong@gmail.com> Co-authored-by: fxpw <fxpw@outlook.com> Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -640,7 +640,8 @@ void TestImagesSamplersAndAliases() {
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void TestSampleAdjustSamplerScratch() {
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Fixture fixture(ShaderType::Pixel);
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const auto active = fixture.Emit(ValueOpcode::WqmMask, {Value(true)});
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const auto active = fixture.Emit(
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ValueOpcode::IEqual32, {fixture.Emit(ValueOpcode::LaneId), Value(0u)});
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const auto lane =
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fixture.Emit(ValueOpcode::SelectU32, {active, Value(1u), Value(0u)});
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const auto low =
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@@ -686,7 +687,8 @@ void TestSampleAdjustSamplerScratch() {
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const auto CheckRejected = [](uint32_t flags, uint32_t shift,
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const char *message) {
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Fixture rejected(ShaderType::Pixel);
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const auto condition = rejected.Emit(ValueOpcode::WqmMask, {Value(true)});
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const auto condition = rejected.Emit(
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ValueOpcode::IEqual32, {rejected.Emit(ValueOpcode::LaneId), Value(0u)});
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const auto bit = rejected.Emit(ValueOpcode::SelectU32,
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{condition, Value(1u), Value(0u)});
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const auto dynamic =
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