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Keep struct size up to date when skipping non-mesh outputs
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@@ -3455,7 +3455,10 @@ void AddOutputDumping(ShaderReflection refl, const char *entryName, vector<uint3
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{
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// skip these types of outputs since they aren't really mesh data
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if(ShouldSkipOutput(refl.OutputSig[o].systemValue))
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continue;
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{
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structSize--;
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continue;
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}
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vertStructOp[2+i] = outs[o].basetypeID;
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i++;
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@@ -3467,7 +3470,7 @@ void AddOutputDumping(ShaderReflection refl, const char *entryName, vector<uint3
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modSpirv.insert(modSpirv.begin()+typeVarOffset, vertStructOp, vertStructOp+2+structSize);
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// update offsets to account for inserted op
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typeVarOffset += 2+numOutputs;
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typeVarOffset += 2+structSize;
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uint32_t runtimeArrayID = idBound++;
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