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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Util, MG_Backend/DirectVulkan): GL reads gl_BaseVertex as zero on a non-indexed draw where Vulkan's builtin hands over firstVertex
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@@ -21,6 +21,7 @@
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#include "SpirvPasses/LowerDrawParametersPass.h"
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#include "SpirvPasses/PackDoubleVertexInputsPass.h"
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#include "SpirvPasses/RebaseInstanceIndexPass.h"
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#include "SpirvPasses/ZeroBaseVertexPass.h"
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#include "SpirvPasses/NormalizeRectCoordinatesPass.h"
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#include "SpirvPasses/PrivateToEntryLocalPass.h"
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#include "SpirvPasses/StripUniformLocationsPass.h"
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@@ -758,6 +759,15 @@ namespace MobileGL {
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outputBinary);
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}
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bool ShaderCompiler::ZeroBaseVertexForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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Optimizer optimizer(SPV_ENV_VULKAN_1_1);
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optimizer.RegisterPass(ZeroBaseVertexPass::CreateZeroBaseVertexPass());
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return RunOptimizerChecked("ZeroBaseVertexForVulkan", optimizer, inputBinary, outputBinary);
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}
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bool ShaderCompiler::DecoratePositionInvariantForVulkan(const Vector<Uint32>& inputBinary,
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Vector<uint32_t>& outputBinary) {
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using namespace spvtools;
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