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Don't import GLSL.std.450 while patching function
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@@ -213,6 +213,8 @@ void AnnotateShader(const SPIRVPatchData &patchData, const char *entryName,
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rdcspv::Id semantics = editor.AddConstantImmediate<uint32_t>(0U);
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rdcspv::Id uint32shift = editor.AddConstantImmediate<uint32_t>(2U);
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rdcspv::Id glsl450 = editor.ImportExtInst("GLSL.std.450");
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std::map<rdcspv::Id, rdcspv::Scalar> intTypeLookup;
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for(auto scalarType : editor.GetTypeInfo<rdcspv::Scalar>())
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@@ -458,8 +460,6 @@ void AnnotateShader(const SPIRVPatchData &patchData, const char *entryName,
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// clamp the index to the maximum slot. If the user is reading out of bounds, don't write
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// out of bounds.
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{
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rdcspv::Id glsl450 = editor.ImportExtInst("GLSL.std.450");
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rdcspv::Id clampedtype =
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editor.DeclareType(rdcspv::Scalar(rdcspv::Op::TypeInt, targetIndexWidth, false));
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index = editor.AddOperation(
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