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<title>slang.git/tests/hlsl-intrinsic/wave-active-count-bits.slang.expected.txt, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2020-08-11T22:19:11+00:00</updated>
<entry>
<title>Bugfix: WaveActiveCountBits on glsl output. (#1488)</title>
<updated>2020-08-11T22:19:11+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2020-08-11T22:19:11+00:00</published>
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<id>urn:sha1:ec095a3a736f88f095fc947659da1793c8ccc54a</id>
<content type='text'>
* Fix WaveActiveCountBits on glsl output.

* Fix warning `could not be inlined because the return instruction is not at the end of the function. This could be fixed by running merge-return before inlining.` from glslang - because we weren't including the CreateMergeReturnPasss on default optimization, and it's assumed in InlineExhaustivePass.

* Keep WaveActiveCountBits use the default WaveMask impl.

* Fix WaveCountBits calculation.
Use WaveActiveBallot instead of the _WaveActiveBallot.</content>
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