//TEST:SIMPLE(filecheck=SPIRV): -target spirv //TEST:SIMPLE(filecheck=SPIRV): -target spirv -entry vsMain -stage vertex -emit-spirv-via-glsl //TEST:SIMPLE(filecheck=GLSL): -target glsl -entry vsMain -stage vertex // SPIRV: OpDecorate %{{.*}} BuiltIn DrawIndex // GLSL: gl_DrawID struct VertexIn { float3 position; int drawIndex : SV_DrawIndex; } [shader("vertex")] float4 vsMain(VertexIn vin) : SV_Position { return float4(vin.position, vin.drawIndex); }