message: Properly apply vertexOffset for builtin in indexed draws
diff: @@ -894,6 +894,14 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
  if(builtin == ShaderBuiltin::VertexIndex)
  {
  valueID = vertexIndexID;
  + // although for indexed draws we accounted for vertexOffset when looking up fixed
  + // function vertex inputs, we still need to apply it to the VertexIndex builtin here.
  + if(draw->flags & DrawFlags::Indexed)
  + {
  + valueID =
  + ops.add(rdcspv::OpIAdd(uint32ID, editor.MakeId(), valueID,
  + editor.AddConstantImmediate<uint32_t>(draw->vertexOffset)));
  + }
  }
  else if(builtin == ShaderBuiltin::InstanceIndex)
  {
  