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Fixed shader warning on Xbox for ResolveStencilBuffer.compute #163

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Apr 17, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -539,6 +539,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed NaN which can appear with real time reflection and inf value
- Fixed an issue that was collapsing the volume components in the HDRP default settings
- Fixed warning about missing bound decal buffer
- Fixed shader warning on Xbox for ResolveStencilBuffer.compute.

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,10 @@ void KERNEL_NAME(uint3 groupId : SV_GroupID,

#else

bool isFirstThread = WaveIsFirstLane();
// Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane()
// we check the groupThreadId as in the non intrinsic version.
//bool isFirstThread = WaveIsFirstLane();
bool isFirstThread = groupThreadId.x == 0 && groupThreadId.y == 0;
uint coarseStencilValue = WaveActiveBitOr(resolvedStencil);

#endif
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