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Don't ignore output arrays from geometry shaders
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@@ -3986,8 +3986,8 @@ void AddSignatureParameter(bool isInput, ShaderStage stage, uint32_t id, uint32_
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while(type->type == SPVTypeData::eArray)
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type = type->baseType;
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// if this is a root array in the geometry shader, don't reflect it as an array
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if(stage == ShaderStage::Geometry && structID == 0)
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// if this is a root array input in the geometry shader, don't reflect it as an array
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if(stage == ShaderStage::Geometry && structID == 0 && isInput)
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{
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arraySize = 1;
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isArray = false;
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