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shader_ir/other: Implement S2R InvocationId
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@ -1915,6 +1915,10 @@ private:
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return {};
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}
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Expression InvocationId(Operation operation) {
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return {"gl_InvocationID", Type::Int};
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}
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Expression YNegate(Operation operation) {
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return {"y_direction", Type::Float};
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}
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@ -2153,6 +2157,7 @@ private:
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&GLSLDecompiler::EmitVertex,
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&GLSLDecompiler::EndPrimitive,
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&GLSLDecompiler::InvocationId,
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&GLSLDecompiler::YNegate,
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&GLSLDecompiler::LocalInvocationId<0>,
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&GLSLDecompiler::LocalInvocationId<1>,
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