Hello,
I’m writing my shaders with GLSL and translate them to SPIR-V using glslangValidator. Now I’m trying to write a fragment shader that needs gl_PrimitiveID and to use it I need to either set the Tessellation or Geometry OpCapability in the shader, which glslangValidator doesn’t do automatically. Is there a way to enable this somehow in GLSL/glslangValidator or do I have to translate to human readable SPIR-V, add the OpCapability and then compile to binary SPIR-V?
Thanks for any help! Cheers