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shader: leave the start instance out of mesh and NGG instance ID VGPRs
Co-authored-by: Senaxx <michelbeld@gmail.com>
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@@ -1161,7 +1161,6 @@ void RenderExecutor::ExecutePreparedDraw(uint64_t submit_id, CommandBuffer& buff
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if (mesh_active) {
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draw_data = {draw.index_count,
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static_cast<uint32_t>(emit.vertex_offset),
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emit.first_instance,
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index_source.guest_element_size,
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static_cast<uint32_t>(index_source.address),
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static_cast<uint32_t>(index_source.address >> 32u)};
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