improving renderpasses support
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@@ -182,6 +182,7 @@ inline fn run(data: RunData) !void {
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var fragment_result: fragment.InvocationResult = .{
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.outputs = std.mem.zeroes([spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(F32x4)]u8),
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.depth = null,
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.sample_mask = null,
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};
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if (data.has_fragment_shader) {
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const inputs = try common.interpolateVertexOutputs(data.allocator, &data.v0, &data.v1, &data.v2, b0, b1, b2);
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@@ -251,6 +252,7 @@ inline fn run(data: RunData) !void {
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@intCast(x),
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@intCast(y),
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fragment_result.depth orelse z,
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fragment_result.sample_mask,
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);
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}
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}
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