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shader: support bit-packed image surfaces
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@@ -157,6 +157,16 @@ struct ShaderSamplerResource {
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[[nodiscard]] bool PointPreclamp() const { return ((fields[2] >> 28u) & 0x1u) == 1; }
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[[nodiscard]] bool AnisoOverride() const { return ((fields[2] >> 29u) & 0x1u) == 1; }
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[[nodiscard]] bool BlendZeroPrt() const { return ((fields[2] >> 30u) & 0x1u) == 1; }
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void SetPointFiltering() {
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const bool mipmapped = static_cast<Prospero::SamplerMipFilter>(MipFilter()) !=
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Prospero::SamplerMipFilter::kNone;
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fields[2] &= ~(0xffu << 20u);
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fields[2] |= 1u << 24u;
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if (mipmapped) {
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fields[2] |= static_cast<uint32_t>(Prospero::SamplerMipFilter::kPoint) << 26u;
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}
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}
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};
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struct ShaderVertexInputBuffer {
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