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Handle barycentric shader builtin
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@@ -178,6 +178,7 @@ ShaderBuiltin MakeShaderBuiltin(ShaderStage stage, const rdcspv::BuiltIn el)
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case rdcspv::BuiltIn::SubgroupLtMask: return ShaderBuiltin::SubgroupLessMask;
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case rdcspv::BuiltIn::DeviceIndex: return ShaderBuiltin::DeviceIndex;
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case rdcspv::BuiltIn::FullyCoveredEXT: return ShaderBuiltin::IsFullyCovered;
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case rdcspv::BuiltIn::BaryCoordKHR: return ShaderBuiltin::Barycentrics;
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case rdcspv::BuiltIn::FragSizeEXT: return ShaderBuiltin::FragAreaSize;
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case rdcspv::BuiltIn::FragInvocationCountEXT: return ShaderBuiltin::FragInvocationCount;
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default: break;
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