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shader: keep fragment layer values under lane masks
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -651,6 +651,9 @@ TranslateResult TranslateProgram(std::span<const uint32_t> code, const CompileOp
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IR::ResolveControlFlowIdentities(ir);
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IR::RemoveIdentities(ir.blocks);
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IR::EliminateDeadCode(ir.blocks);
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IR::EliminateMaskedValues(ir);
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IR::RemoveIdentities(ir.blocks);
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IR::EliminateDeadCode(ir.blocks);
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const auto read_lane_stats = IR::EliminateReadLane(ir, ir.wave_size);
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if (read_lane_stats.rewritten_reads != 0) {
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LOGF("%s read-lane elimination: reads=%" PRIu32 "\n", GetDumpLabel(options),
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