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Add ShaderBuiltin::MultiViewIndex
Mapped to: SPIR-V ViewIndex (which was previously mapped to ShaderBuiltin::ViewportIndex) GL gl_ViewIndex
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@@ -1653,6 +1653,7 @@ QString D3DSemanticString(const SigParameter &sig)
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lit("SV_Barycentrics"),
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lit("SV_CullPrimitive"),
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lit("out indices"),
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lit("SV_ViewID"),
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};
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static_assert(arraydim<ShaderBuiltin>() == ARRAY_COUNT(sysValues),
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@@ -165,7 +165,7 @@ gl_CullDistance gl_FragCoord gl_FragDepth gl_FrontFacing gl_GlobalInvocationID g
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gl_in gl_InstanceID gl_InvocationID gl_Layer gl_LocalInvocationID gl_LocalInvocationIndex
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gl_MaxPatchVertices gl_NumWorkGroups gl_out gl_PatchVerticesIn gl_PerVertex gl_PointCoord
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gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_SampleID gl_SampleMask gl_SampleMaskIn
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gl_SamplePosition gl_TessCoord gl_TessLevelInner gl_TessLevelOuter gl_VertexID gl_ViewportIndex
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gl_SamplePosition gl_TessCoord gl_TessLevelInner gl_TessLevelOuter gl_VertexID gl_ViewIndex gl_ViewportIndex
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gl_WorkGroupID gl_WorkGroupSize
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gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize gl_MaxComputeUniformComponents
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