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shader_recompiler: handle fetch shader address offsets (#538)
* shader_recompiler: handle fetch shader address offsets parse index & offset sgpr from fetch shader and propagate them to vkBindVertexBuffers * shader_recompiler: fix fetch_shader when offset is not present * video_core: propagate index/offset SGPRs to vkCmdDraw instead of offsetting the buffer address * video_core: add vertex_offset to non-indexed draw calls renamed fetch offset fields
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@@ -17,6 +17,12 @@ struct VertexAttribute {
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u8 instance_data; ///< Indicates that the buffer will be accessed in instance rate
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};
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std::vector<VertexAttribute> ParseFetchShader(const u32* code, u32* out_size);
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struct FetchShaderData {
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std::vector<VertexAttribute> attributes;
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s8 vertex_offset_sgpr = -1; ///< SGPR of vertex offset from VADDR
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s8 instance_offset_sgpr = -1; ///< SGPR of instance offset from VADDR
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};
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FetchShaderData ParseFetchShader(const u32* code, u32* out_size);
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} // namespace Shader::Gcn
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