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Move histogram/minmax shaders into vulkan shader cache
* This lets us cache all shaders instead of having some be regenerated outside the cache and looked up into it.
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@@ -174,3 +174,29 @@ vec3 CalcCubeCoord(vec2 uv, int face)
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#define MESH_TRIANGLE_FAN 3u
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#define MESH_TRIANGLE_LIST_ADJ 4u
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#define MESH_TRIANGLE_STRIP_ADJ 5u
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#if defined(SHADER_BASETYPE) && SHADER_BASETYPE == 0
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#define FLOAT_TEX 1
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#define UINT_TEX 0
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#define SINT_TEX 0
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#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 1
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#define FLOAT_TEX 0
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#define UINT_TEX 1
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#define SINT_TEX 0
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#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 2
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#define FLOAT_TEX 0
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#define UINT_TEX 0
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#define SINT_TEX 1
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#else
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#define FLOAT_TEX 1
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#define UINT_TEX 0
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#define SINT_TEX 0
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#endif
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@@ -218,3 +218,29 @@ cbuffer HistogramCBufferData REG(b0)
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#define MESH_TRIANGLE_STRIP 2
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#define MESH_TRIANGLE_LIST_ADJ 3
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#define MESH_TRIANGLE_STRIP_ADJ 4
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#if defined(SHADER_BASETYPE) && SHADER_BASETYPE == 0
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#define FLOAT_TEX 1
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#define UINT_TEX 0
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#define SINT_TEX 0
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#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 1
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#define FLOAT_TEX 0
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#define UINT_TEX 1
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#define SINT_TEX 0
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#elif defined(SHADER_BASETYPE) && SHADER_BASETYPE == 2
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#define FLOAT_TEX 0
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#define UINT_TEX 0
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#define SINT_TEX 1
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#else
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#define FLOAT_TEX 1
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#define UINT_TEX 0
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#define SINT_TEX 0
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#endif
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