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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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