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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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@@ -52,13 +52,17 @@ void Rasterizer::Draw(bool is_indexed, u32 index_offset) {
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BeginRendering();
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UpdateDynamicState(*pipeline);
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const auto [vertex_offset, instance_offset] = vs_info.GetDrawOffsets();
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if (is_indexed) {
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cmdbuf.drawIndexed(num_indices, regs.num_instances.NumInstances(), 0, 0, 0);
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cmdbuf.drawIndexed(num_indices, regs.num_instances.NumInstances(), 0, s32(vertex_offset),
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instance_offset);
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} else {
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const u32 num_vertices = regs.primitive_type == AmdGpu::Liverpool::PrimitiveType::RectList
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? 4
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: regs.num_indices;
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cmdbuf.draw(num_vertices, regs.num_instances.NumInstances(), 0, 0);
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cmdbuf.draw(num_vertices, regs.num_instances.NumInstances(), vertex_offset,
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instance_offset);
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}
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}
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