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Ignore inactive metadata address bits in sampled depth descriptors
Co-authored-by: Ali Almohaya <17254073+Almo7aya@users.noreply.github.com>
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@@ -29200,6 +29200,17 @@ void CheckDepthTextureEncoding() {
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IsSupportedDepthTextureEncoding(compressed_descriptor),
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"valid compressed depth descriptor required a prior depth target");
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const ShaderTextureResource disabled_metadata{{
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0x20018100u, 0xc1600000u, 0x021bc1dfu, 0x91800204u,
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0x00000000u, 0x00700000u, 0x00000000u, 0x0020037fu,
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}};
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auto retained_metadata_address = compressed_descriptor;
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retained_metadata_address.fields[6] &= 0xff000000u;
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Require("DepthTextureEncoding", "disabled metadata with retained address",
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IsSupportedDepthTextureEncoding(disabled_metadata) &&
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IsSupportedDepthTextureEncoding(retained_metadata_address),
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"uncompressed depth rejected inactive metadata address bits");
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const ShaderTextureResource first_use_depth{{
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0x0225fc00u, 0x01600000u, 0x00000000u, 0x91800924u,
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0x00000000u, 0x00700000u, 0x80280000u, 0x000225fdu,
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