Value of gl_DrawID when calling glMultiDrawElementsIndirect with instance count set to 0
Suppose I have three meshes A, B, C in one VBO and used glMultiDrawElementsIndirect
with the instance count set to 1, 0, and 1 for A, B, and C respectively and the draw count set to 3. What would be the value of gl_DrawID in the vertex shader? Would it be 0 for (vertices of) A, 1 for B, 2 for C or would it skip B and assign 1 to C?