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
This commit is contained in:
Vinicius Rangel 2024-08-24 12:36:40 -03:00 committed by GitHub
parent 208575d392
commit 9e4fc17e6c
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GPG key ID: B5690EEEBB952194
5 changed files with 53 additions and 9 deletions

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@ -346,7 +346,7 @@ void Translator::EmitFetch(const GcnInst& inst) {
// Parse the assembly to generate a list of attributes.
u32 fetch_size{};
const auto attribs = ParseFetchShader(code, &fetch_size);
const auto fetch_data = ParseFetchShader(code, &fetch_size);
if (Config::dumpShaders()) {
using namespace Common::FS;
@ -359,7 +359,10 @@ void Translator::EmitFetch(const GcnInst& inst) {
file.WriteRaw<u8>(code, fetch_size);
}
for (const auto& attrib : attribs) {
info.vertex_offset_sgpr = fetch_data.vertex_offset_sgpr;
info.instance_offset_sgpr = fetch_data.instance_offset_sgpr;
for (const auto& attrib : fetch_data.attributes) {
const IR::Attribute attr{IR::Attribute::Param0 + attrib.semantic};
IR::VectorReg dst_reg{attrib.dest_vgpr};