HLSL: Implement SM 6.8 BaseVertex/BaseInstance.
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@ -0,0 +1,25 @@
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static float4 gl_Position;
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static int gl_BaseInstanceARB;
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struct SPIRV_Cross_Input
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{
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uint gl_BaseInstanceARB : SV_StartInstanceLocation;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = float(gl_BaseInstanceARB).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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@ -0,0 +1,25 @@
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static float4 gl_Position;
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static int gl_BaseVertexARB;
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struct SPIRV_Cross_Input
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{
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = float(gl_BaseVertexARB).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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@ -0,0 +1,28 @@
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static float4 gl_Position;
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static int gl_InstanceIndex;
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static int gl_BaseInstanceARB;
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struct SPIRV_Cross_Input
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{
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uint gl_InstanceIndex : SV_InstanceID;
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uint gl_BaseInstanceARB : SV_StartInstanceLocation;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = float(gl_InstanceIndex).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB);
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gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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@ -0,0 +1,28 @@
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static float4 gl_Position;
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static int gl_VertexIndex;
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static int gl_BaseVertexARB;
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struct SPIRV_Cross_Input
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{
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uint gl_VertexIndex : SV_VertexID;
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uint gl_BaseVertexARB : SV_StartVertexLocation;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = float(gl_VertexIndex).xxxx;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB);
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gl_BaseVertexARB = stage_input.gl_BaseVertexARB;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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@ -0,0 +1,7 @@
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#version 450
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#extension GL_ARB_shader_draw_parameters : require
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void main()
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{
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gl_Position = vec4(gl_BaseInstanceARB);
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}
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@ -0,0 +1,7 @@
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#version 450
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#extension GL_ARB_shader_draw_parameters : require
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void main()
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{
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gl_Position = vec4(gl_BaseVertexARB);
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}
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@ -0,0 +1,6 @@
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#version 450
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void main()
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{
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gl_Position = vec4(gl_InstanceIndex);
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}
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@ -0,0 +1,6 @@
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#version 450
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void main()
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{
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gl_Position = vec4(gl_VertexIndex);
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}
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@ -849,11 +849,25 @@ void CompilerHLSL::emit_builtin_inputs_in_struct()
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case BuiltInSubgroupLeMask:
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case BuiltInSubgroupGtMask:
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case BuiltInSubgroupGeMask:
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case BuiltInBaseVertex:
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case BuiltInBaseInstance:
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// Handled specially.
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break;
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case BuiltInBaseVertex:
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if (hlsl_options.shader_model >= 68)
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{
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type = "uint";
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semantic = "SV_StartVertexLocation";
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}
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break;
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case BuiltInBaseInstance:
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if (hlsl_options.shader_model >= 68)
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{
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type = "uint";
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semantic = "SV_StartInstanceLocation";
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}
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break;
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case BuiltInHelperInvocation:
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if (hlsl_options.shader_model < 50 || get_entry_point().model != ExecutionModelFragment)
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SPIRV_CROSS_THROW("Helper Invocation input is only supported in PS 5.0 or higher.");
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@ -1231,7 +1245,7 @@ void CompilerHLSL::emit_builtin_variables()
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case BuiltInVertexIndex:
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case BuiltInInstanceIndex:
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type = "int";
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if (hlsl_options.support_nonzero_base_vertex_base_instance)
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if (hlsl_options.support_nonzero_base_vertex_base_instance || hlsl_options.shader_model >= 68)
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base_vertex_info.used = true;
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break;
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@ -1353,7 +1367,7 @@ void CompilerHLSL::emit_builtin_variables()
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}
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});
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if (base_vertex_info.used)
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if (base_vertex_info.used && hlsl_options.shader_model < 68)
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{
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string binding_info;
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if (base_vertex_info.explicit_binding)
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@ -3136,23 +3150,39 @@ void CompilerHLSL::emit_hlsl_entry_point()
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case BuiltInVertexIndex:
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case BuiltInInstanceIndex:
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// D3D semantics are uint, but shader wants int.
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if (hlsl_options.support_nonzero_base_vertex_base_instance)
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if (hlsl_options.support_nonzero_base_vertex_base_instance || hlsl_options.shader_model >= 68)
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{
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if (static_cast<BuiltIn>(i) == BuiltInInstanceIndex)
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statement(builtin, " = int(stage_input.", builtin, ") + SPIRV_Cross_BaseInstance;");
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if (hlsl_options.shader_model >= 68)
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{
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if (static_cast<BuiltIn>(i) == BuiltInInstanceIndex)
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statement(builtin, " = int(stage_input.", builtin, " + stage_input.gl_BaseInstanceARB);");
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else
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statement(builtin, " = int(stage_input.", builtin, " + stage_input.gl_BaseVertexARB);");
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}
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else
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statement(builtin, " = int(stage_input.", builtin, ") + SPIRV_Cross_BaseVertex;");
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{
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if (static_cast<BuiltIn>(i) == BuiltInInstanceIndex)
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statement(builtin, " = int(stage_input.", builtin, ") + SPIRV_Cross_BaseInstance;");
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else
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statement(builtin, " = int(stage_input.", builtin, ") + SPIRV_Cross_BaseVertex;");
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}
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}
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else
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statement(builtin, " = int(stage_input.", builtin, ");");
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break;
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case BuiltInBaseVertex:
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statement(builtin, " = SPIRV_Cross_BaseVertex;");
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if (hlsl_options.shader_model >= 68)
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statement(builtin, " = stage_input.gl_BaseVertexARB;");
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else
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statement(builtin, " = SPIRV_Cross_BaseVertex;");
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break;
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case BuiltInBaseInstance:
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statement(builtin, " = SPIRV_Cross_BaseInstance;");
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if (hlsl_options.shader_model >= 68)
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statement(builtin, " = stage_input.gl_BaseInstanceARB;");
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else
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statement(builtin, " = SPIRV_Cross_BaseInstance;");
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break;
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case BuiltInInstanceId:
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@ -6714,6 +6744,15 @@ string CompilerHLSL::compile()
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if (need_subpass_input)
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active_input_builtins.set(BuiltInFragCoord);
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// Need to offset by BaseVertex/BaseInstance in SM 6.8+.
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if (hlsl_options.shader_model >= 68)
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{
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if (active_input_builtins.get(BuiltInVertexIndex))
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active_input_builtins.set(BuiltInBaseVertex);
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if (active_input_builtins.get(BuiltInInstanceIndex))
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active_input_builtins.set(BuiltInBaseInstance);
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}
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uint32_t pass_count = 0;
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do
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{
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@ -494,6 +494,8 @@ def shader_to_sm(shader):
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return '62'
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elif '.sm60.' in shader:
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return '60'
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elif '.sm68.' in shader:
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return '68'
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elif '.sm51.' in shader:
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return '51'
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elif '.sm30.' in shader:
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