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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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