shadPS4/src/shader_recompiler/frontend/fetch_shader.h
psucien cb6b21de1f
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
2024-06-22 19:50:20 +03:00

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <vector>
#include "common/types.h"
namespace Shader::Gcn {
struct VertexAttribute {
u8 semantic; ///< Semantic index of the attribute
u8 dest_vgpr; ///< Destination VGPR to load first component.
u8 num_elements; ///< Number of components to load
u8 sgpr_base; ///< SGPR that contains the pointer to the list of vertex V#
u8 dword_offset; ///< The dword offset of the V# that describes this attribute.
u8 instance_data; ///< Indicates that the buffer will be accessed in instance rate
};
std::vector<VertexAttribute> ParseFetchShader(const u32* code);
} // namespace Shader::Gcn