adding point rasterization
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@@ -177,6 +177,7 @@ inline fn run(data: RunData) !void {
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const b1 = w1 / data.area;
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const b2 = w2 / data.area;
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const z = (b0 * data.v0.position[2]) + (b1 * data.v1.position[2]) + (b2 * data.v2.position[2]);
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const frag_w = (b0 / data.v0.position[3]) + (b1 / data.v1.position[3]) + (b2 / data.v2.position[3]);
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var outputs = std.mem.zeroes([spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(F32x4)]u8);
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if (data.has_fragment_shader) {
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@@ -218,7 +219,8 @@ inline fn run(data: RunData) !void {
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data.allocator,
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data.draw_call,
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data.batch_id,
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zm.f32x4(@floatFromInt(x), @floatFromInt(y), z, 1.0),
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zm.f32x4(@as(f32, @floatFromInt(x)) + 0.5, @as(f32, @floatFromInt(y)) + 0.5, z, frag_w),
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null,
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data.front_face,
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inputs,
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derivative_inputs,
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