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//TEST:SIMPLE(filecheck=SPIRV): -target spirv -entry main
//TEST:SIMPLE(filecheck=GLSL): -target glsl -entry main
// SPIRV: OpDecorate %{{.*}} BuiltIn DeviceIndex
// GLSL: gl_DeviceIndex
struct PSIn
{
float3 color;
int deviceIndex : SV_DeviceIndex;
}
[shader("fragment")]
float4 main(PSIn pin)
{
return float4(pin.color, (float)pin.deviceIndex);
}
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