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shader: extract 9-bit NGG primitive vertex indices, leaving the edge flags out
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@@ -187,7 +187,7 @@ void EmitMeshEntryPoint(EmitterState& state) {
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vertex[component] = state.builder.AllocateId();
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state.builder.AddFunction(
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spv::OpBitFieldUExtract, TypeU32(state), vertex[component], packed,
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ConstantU32(state, component * 10u), ConstantU32(state, 10));
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ConstantU32(state, component * 10u), ConstantU32(state, 9));
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}
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const auto triangle = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpCompositeConstruct, TypeU32Vector(state, 3), triangle,
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@@ -11160,6 +11160,8 @@ void TestMeshExportStorage() {
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!SpirvSourceHasInstructionUsing(source, "OpAccessChain",
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"vsharp %uint_0 %uint_4294967295"),
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"mesh draw prefix was lost or spilled shader data wrapped into push constants");
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Check(SpirvSourceHasInstructionUsing(source, "OpBitFieldUExtract", "%uint_10 %uint_9"),
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"NGG primitive vertex indices must be 9 bits; bit 9 of each field is the edge flag");
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const auto &binary = result.spirv;
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for (const auto builtin : {3u, 4u}) {
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auto expected = builtin == 3u ? std::vector<uint32_t>{0, 3}
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