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glsl: Implement tessellation shaders
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@@ -151,14 +151,6 @@ void EmitSetAttributeIndexed(EmitContext& ctx, std::string_view offset, std::str
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NotImplemented();
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}
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void EmitGetPatch(EmitContext& ctx, IR::Patch patch) {
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NotImplemented();
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}
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void EmitSetPatch(EmitContext& ctx, IR::Patch patch, std::string_view value) {
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NotImplemented();
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}
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void EmitSetSampleMask(EmitContext& ctx, std::string_view value) {
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NotImplemented();
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}
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@@ -204,7 +196,7 @@ void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
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}
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void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
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NotImplemented();
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ctx.AddU32("{}=uint(gl_InvocationID);", inst);
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}
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void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
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