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shader: Add integer attribute get optimization pass
Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
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@ -53,6 +53,7 @@ Id EmitGetCbufU32(EmitContext& ctx, const IR::Value& binding, const IR::Value& o
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Id EmitGetCbufF32(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset);
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Id EmitGetCbufU32x2(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset);
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Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex);
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Id EmitGetAttributeU32(EmitContext& ctx, IR::Attribute attr, Id vertex);
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, Id value, Id vertex);
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Id EmitGetAttributeIndexed(EmitContext& ctx, Id offset, Id vertex);
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void EmitSetAttributeIndexed(EmitContext& ctx, Id offset, Id value, Id vertex);
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