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shader: Implement PrimitiveId
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@ -1021,6 +1021,9 @@ void EmitContext::DefineInputs(const Info& info) {
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fswzadd_lut_b =
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ConstantComposite(F32[4], f32_minus_one, f32_minus_one, f32_one, f32_minus_one);
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}
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if (info.loads_primitive_id) {
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primitive_id = DefineInput(*this, U32[1], false, spv::BuiltIn::PrimitiveId);
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}
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if (info.loads_position) {
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const bool is_fragment{stage != Stage::Fragment};
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const spv::BuiltIn built_in{is_fragment ? spv::BuiltIn::Position : spv::BuiltIn::FragCoord};
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@ -167,6 +167,7 @@ public:
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Id clip_distances{};
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Id layer{};
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Id viewport_index{};
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Id primitive_id{};
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Id fswzadd_lut_a{};
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Id fswzadd_lut_b{};
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@ -210,6 +210,8 @@ Id EmitGetAttribute(EmitContext& ctx, IR::Attribute attr, Id vertex) {
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return type->needs_cast ? ctx.OpBitcast(ctx.F32[1], value) : value;
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}
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switch (attr) {
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case IR::Attribute::PrimitiveId:
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return ctx.OpLoad(ctx.U32[1], ctx.primitive_id);
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -34,6 +34,9 @@ void GetAttribute(Info& info, IR::Attribute attribute) {
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return;
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}
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switch (attribute) {
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case IR::Attribute::PrimitiveId:
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info.loads_primitive_id = true;
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break;
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case IR::Attribute::PositionX:
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case IR::Attribute::PositionY:
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case IR::Attribute::PositionZ:
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@ -107,6 +107,7 @@ struct Info {
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std::array<bool, 30> uses_patches{};
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std::array<InputVarying, 32> input_generics{};
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bool loads_primitive_id{};
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bool loads_position{};
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bool loads_instance_id{};
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bool loads_vertex_id{};
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