AMD virtual texture uv interpolation fix
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@@ -6,8 +6,8 @@ struct GSInput
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{
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float4 pos : SV_POSITION;
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uint instanceIndex_dither : INSTANCEINDEX_DITHER;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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min16float4 tan : TANGENT;
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min16float3 nor : NORMAL;
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min16float2 atl : ATLAS;
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@@ -19,8 +19,8 @@ struct GSOutput
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{
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float4 pos : SV_POSITION;
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uint instanceIndex_dither : INSTANCEINDEX_DITHER;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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min16float4 tan : TANGENT;
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min16float3 nor : NORMAL;
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min16float2 atl : ATLAS;
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@@ -7,7 +7,7 @@ struct GSInput
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float clip : SV_ClipDistance0;
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uint instanceIndex_dither : INSTANCEINDEX_DITHER;
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#ifdef ALPHATEST
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min16float4 uvsets : UVSETS;
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float4 uvsets : UVSETS;
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#endif // ALPHATEST
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};
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@@ -17,7 +17,7 @@ struct GSOutput
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float clip : SV_ClipDistance0;
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uint instanceIndex_dither : INSTANCEINDEX_DITHER;
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#ifdef ALPHATEST
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min16float4 uvsets : UVSETS;
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float4 uvsets : UVSETS;
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#endif // ALPHATEST
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uint primitiveID : PRIMITIVEID;
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};
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@@ -4,8 +4,8 @@
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struct GSInput
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{
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float4 pos : SV_POSITION;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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min16float3 nor : NORMAL;
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};
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@@ -13,8 +13,8 @@ struct GSInput
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struct GSOutput
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{
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float4 pos : SV_POSITION;
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centroid float4 uvsets : UVSETS;
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centroid min16float4 color : COLOR;
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centroid min16float4 uvsets : UVSETS;
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centroid min16float3 N : NORMAL;
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centroid float3 P : POSITION3D;
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@@ -183,7 +183,7 @@ struct VertexInput
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struct VertexSurface
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{
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float4 position;
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min16float4 uvsets;
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float4 uvsets;
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min16float2 atlas;
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min16float4 color;
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min16float3 normal;
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@@ -230,21 +230,21 @@ struct PixelInput
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precise float4 pos : SV_POSITION;
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#ifdef OBJECTSHADER_USE_CLIPPLANE
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float clip : SV_ClipDistance0;
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float clip : SV_ClipDistance0;
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#endif // OBJECTSHADER_USE_CLIPPLANE
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#if defined(OBJECTSHADER_USE_INSTANCEINDEX) || defined(OBJECTSHADER_USE_DITHERING)
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uint instanceIndex_dither : INSTANCEINDEX_DITHER;
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#endif // OBJECTSHADER_USE_INSTANCEINDEX || OBJECTSHADER_USE_DITHERING
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#ifdef OBJECTSHADER_USE_UVSETS
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float4 uvsets : UVSETS;
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#endif // OBJECTSHADER_USE_UVSETS
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#ifdef OBJECTSHADER_USE_COLOR
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min16float4 color : COLOR;
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#endif // OBJECTSHADER_USE_COLOR
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#ifdef OBJECTSHADER_USE_UVSETS
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min16float4 uvsets : UVSETS;
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#endif // OBJECTSHADER_USE_UVSETS
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#ifdef OBJECTSHADER_USE_TANGENT
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min16float4 tan : TANGENT;
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#endif // OBJECTSHADER_USE_TANGENT
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@@ -43,8 +43,8 @@ void VoxelAtomicAverage(inout RWTexture3D<uint> output, in uint3 dest, in float4
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struct PSInput
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{
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float4 pos : SV_POSITION;
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centroid float4 uvsets : UVSETS;
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centroid min16float4 color : COLOR;
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centroid min16float4 uvsets : UVSETS;
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centroid min16float3 N : NORMAL;
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centroid float3 P : POSITION3D;
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@@ -5,8 +5,8 @@
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struct VSOut
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{
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float4 pos : SV_POSITION;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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min16float3 N : NORMAL;
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#ifndef VOXELIZATION_GEOMETRY_SHADER_ENABLED
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float3 P : POSITION3D;
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@@ -5,14 +5,14 @@
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struct GSInput
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{
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float4 pos : SV_POSITION;
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min16float4 uvsets : UVSETS;
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float4 uvsets : UVSETS;
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uint VPIndex : VPINDEX;
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};
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struct GSOutput
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{
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float4 pos : SV_POSITION;
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min16float4 uvsets : UVSETS;
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float4 uvsets : UVSETS;
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uint VPIndex : SV_ViewportArrayIndex;
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};
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@@ -5,16 +5,16 @@
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struct GSInput
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{
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float4 pos : SV_POSITION;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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uint VPIndex : VPINDEX;
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};
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struct GSOutput
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{
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float4 pos : SV_POSITION;
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float4 uvsets : UVSETS;
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min16float4 color : COLOR;
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min16float4 uvsets : UVSETS;
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uint VPIndex : SV_ViewportArrayIndex;
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};
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 71;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 309;
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const int revision = 310;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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