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Fix mesh output with multiview - always output view 0
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@@ -3681,6 +3681,7 @@ ShaderBuiltin BuiltInToSystemAttribute(ShaderStage stage, const spv::BuiltIn el)
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case spv::BuiltInBaseVertex: return ShaderBuiltin::BaseVertex;
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case spv::BuiltInBaseInstance: return ShaderBuiltin::BaseInstance;
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case spv::BuiltInDrawIndex: return ShaderBuiltin::DrawIndex;
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case spv::BuiltInViewIndex: return ShaderBuiltin::ViewportIndex;
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default: break;
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}
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@@ -824,6 +824,11 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
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{
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ops.push_back(SPIRVOperation(spv::OpStore, {ins[i].variableID, instIndex}));
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}
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else if(builtin == ShaderBuiltin::ViewportIndex)
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{
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ops.push_back(SPIRVOperation(
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spv::OpStore, {ins[i].variableID, editor.AddConstantImmediate(int32_t(0))}));
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}
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else if(builtin == ShaderBuiltin::BaseVertex)
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{
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if(draw->flags & DrawFlags::UseIBuffer)
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