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spirv: Implement VertexId and InstanceId, refactor code
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@ -82,6 +82,12 @@ public:
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Id workgroup_id{};
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Id local_invocation_id{};
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Id instance_id{};
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Id instance_index{};
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Id base_instance{};
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Id vertex_id{};
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Id vertex_index{};
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Id base_vertex{};
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Id input_position{};
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std::array<Id, 32> input_generics{};
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@ -99,11 +105,15 @@ private:
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void DefineCommonConstants();
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void DefineInterfaces(const Info& info, Stage stage);
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void DefineConstantBuffers(const Info& info, u32& binding);
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void DefineConstantBuffers(const Info& info, Id UniformDefinitions::*member_type, u32 binding,
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Id type, char type_char, u32 element_size);
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void DefineStorageBuffers(const Info& info, u32& binding);
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void DefineTextures(const Info& info, u32& binding);
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void DefineLabels(IR::Program& program);
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void DefineConstantBuffers(const Info& info, Id UniformDefinitions::*member_type, u32 binding,
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Id type, char type_char, u32 element_size);
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void DefineInputs(const Info& info, Stage stage);
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void DefineOutputs(const Info& info, Stage stage);
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};
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} // namespace Shader::Backend::SPIRV
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