Graphics: Fix render queue keys
I have no idea how I messed this up
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@ -41,9 +41,9 @@ namespace Nz
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// - Distance to near plane (32bits) - could by reduced to 24 or even 16 if required
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// - Distance to near plane (32bits) - could by reduced to 24 or even 16 if required
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// - ?? (23bits)
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// - ?? (23bits)
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return (layerIndex & 0xFF) << 60 |
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return (layerIndex & 0xFF) << 56 |
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(matFlags) << 52 |
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(matFlags) << 55 |
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(distance) << 51;
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(distance) << 23;
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}
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}
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else
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else
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@ -62,14 +62,14 @@ namespace Nz
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// - Pipeline (16bits)
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// - Pipeline (16bits)
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// - MaterialPass (16bits)
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// - MaterialPass (16bits)
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// - VertexDeclaration (8bits)
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// - VertexDeclaration (8bits)
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// - ?? (8bits) - Depth?
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// - ?? (11bits) - Depth?
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return (layerIndex & 0xFF) << 60 |
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return (layerIndex & 0xFF) << 56 |
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(matFlags) << 52 |
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(matFlags) << 55 |
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(elementType & 0xF) << 51 |
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(elementType & 0xF) << 51 |
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(pipelineIndex & 0xFFFF) << 35 |
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(pipelineIndex & 0xFFFF) << 35 |
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(materialInstanceIndex & 0xFFFF) << 23 |
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(materialInstanceIndex & 0xFFFF) << 19 |
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(vertexDeclarationIndex & 0xFF) << 7;
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(vertexDeclarationIndex & 0xFF) << 11;
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}
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}
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}
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}
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@ -42,9 +42,9 @@ namespace Nz
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// - Distance to near plane (32bits) - could by reduced to 24 or even 16 if required
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// - Distance to near plane (32bits) - could by reduced to 24 or even 16 if required
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// - ?? (23bits)
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// - ?? (23bits)
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return (layerIndex & 0xFF) << 60 |
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return (layerIndex & 0xFF) << 56 |
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(matFlags) << 52 |
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(matFlags) << 55 |
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(distance) << 51;
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(distance) << 23;
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}
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}
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else
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else
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{
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{
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@ -67,14 +67,15 @@ namespace Nz
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// - MaterialPass (16bits)
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// - MaterialPass (16bits)
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// - VertexBuffer (8bits)
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// - VertexBuffer (8bits)
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// - Skeleton (8bits)
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// - Skeleton (8bits)
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// - Unused (3bits)
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return (layerIndex & 0xFF) << 60 |
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return (layerIndex & 0xFF) << 56 |
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(matFlags) << 52 |
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(matFlags) << 55 |
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(elementType & 0xF) << 51 |
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(elementType & 0xF) << 51 |
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(pipelineIndex & 0xFFFF) << 35 |
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(pipelineIndex & 0xFFFF) << 35 |
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(materialInstanceIndex & 0xFFFF) << 23 |
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(materialInstanceIndex & 0xFFFF) << 19 |
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(vertexBufferIndex & 0xFF) << 7 |
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(vertexBufferIndex & 0xFF) << 11 |
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(skeletonIndex & 0xFF);
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(skeletonIndex & 0xFF) << 3;
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}
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}
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}
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}
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