Handle barycentric shader builtin

This commit is contained in:
baldurk
2023-10-13 17:28:04 +01:00
parent a4da2f1eb2
commit 89d482ec36
@@ -178,6 +178,7 @@ ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
case rdcspv::BuiltIn::BaryCoordKHR: return ShaderBuiltin::Barycentrics;
case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
default: break;