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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psucien 2024-06-22 18:50:20 +02:00 committed by GitHub
parent a9cbd8287c
commit cb6b21de1f
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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) {
attrib.sgpr_base = it->base_sgpr;
attrib.dword_offset = it->dword_offset;
// Store instance id rate
attrib.instance_data = inst.src[0].code;
// Mark load as used.
it->dst_reg = -1;
}