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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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@ -9,11 +9,12 @@
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namespace Shader::Gcn {
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struct VertexAttribute {
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u8 semantic; ///< Semantic index of the attribute
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u8 dest_vgpr; ///< Destination VGPR to load first component.
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u8 num_elements; ///< Number of components to load
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u8 sgpr_base; ///< SGPR that contains the pointer to the list of vertex V#
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u8 dword_offset; ///< The dword offset of the V# that describes this attribute.
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u8 semantic; ///< Semantic index of the attribute
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u8 dest_vgpr; ///< Destination VGPR to load first component.
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u8 num_elements; ///< Number of components to load
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u8 sgpr_base; ///< SGPR that contains the pointer to the list of vertex V#
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u8 dword_offset; ///< The dword offset of the V# that describes this attribute.
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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);
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