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renderer_vulkan: Parse fetch shader per-pipeline (#1656)
* shader_recompiler: Read image format info directly from sharps instead of storing in shader info. * renderer_vulkan: Parse fetch shader per-pipeline * Few minor fixes. * shader_recompiler: Specialize on vertex attribute number types. * shader_recompiler: Move GetDrawOffsets to fetch shader
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@@ -381,7 +381,6 @@ void PatchTextureBufferInstruction(IR::Block& block, IR::Inst& inst, Info& info,
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const auto buffer = info.ReadUdSharp<AmdGpu::Buffer>(sharp);
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const s32 binding = descriptors.Add(TextureBufferResource{
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.sharp_idx = sharp,
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.nfmt = buffer.GetNumberFmt(),
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.is_written = inst.GetOpcode() == IR::Opcode::StoreBufferFormatF32,
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});
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@@ -660,11 +659,8 @@ void PatchImageInstruction(IR::Block& block, IR::Inst& inst, Info& info, Descrip
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}
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}
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const auto type = image.IsPartialCubemap() ? AmdGpu::ImageType::Color2DArray : image.GetType();
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u32 image_binding = descriptors.Add(ImageResource{
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.sharp_idx = tsharp,
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.type = type,
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.nfmt = image.GetNumberFmt(),
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.is_storage = is_storage,
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.is_depth = bool(inst_info.is_depth),
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.is_atomic = IsImageAtomicInstruction(inst),
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