shader: Manually convert from array<u32> to bitset instead of using bit_cast
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8390286a89
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@ -3,7 +3,6 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <algorithm>
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#include <bit>
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#include <memory>
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#include <memory>
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#include <ranges>
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#include <ranges>
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#include <vector>
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#include <vector>
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@ -144,7 +143,9 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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program.is_geometry_passthrough = sph.common0.geometry_passthrough != 0;
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program.is_geometry_passthrough = sph.common0.geometry_passthrough != 0;
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if (program.is_geometry_passthrough) {
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if (program.is_geometry_passthrough) {
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const auto& mask{env.GpPassthroughMask()};
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const auto& mask{env.GpPassthroughMask()};
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program.info.passthrough.mask |= ~std::bit_cast<std::bitset<256>>(mask);
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for (size_t i = 0; i < program.info.passthrough.mask.size(); ++i) {
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program.info.passthrough.mask[i] = ((mask[i / 32] >> (i % 32)) & 1) == 0;
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}
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}
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}
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break;
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break;
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}
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}
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