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Initial instancing and asynchronous compute queues (#207)
* gnm_driver: added `sceGnmRegisterOwner` and `sceGnmRegisterResource` * video_out: `sceVideoOutGetDeviceCapabilityInfo` for sdk runtime * gnm_driver: correct vqid index range * amdgpu: indirect buffer, release mem and some additional irq modes * amdgpu: added ASC commands processor * shader_recompiler: added support for fetch instance id * amdgpu: classic bitfields for T# representation (debugging experience) * renderer_vulkan: skip zero sized VBs from binding * texture_cache: image upload logic moved into `Image` object * gnm_driver: `sceGnmDingDong` implementation * texture_cache: `Image` usage flags moved; correct VO buffer pitch
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19 changed files with 361 additions and 100 deletions
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@ -72,6 +72,9 @@ std::vector<VertexAttribute> ParseFetchShader(const u32* code) {
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attrib.sgpr_base = it->base_sgpr;
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attrib.dword_offset = it->dword_offset;
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// Store instance id rate
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attrib.instance_data = inst.src[0].code;
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// Mark load as used.
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it->dst_reg = -1;
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}
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