shader: leave the start instance out of mesh and NGG instance ID VGPRs

Co-authored-by: Senaxx <michelbeld@gmail.com>
This commit is contained in:
nmzikandSenaxx committed 2026-10-26 07:43:11 +01:00
1 parent 5429888d4c
commit 943bc19f46
4 files changed
+11 -13

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@@ -11787,7 +11787,7 @@ void TestMeshInputAssembly() {
options.user_data_count = 0;
options.input_info.vertex = &input;
auto program = Frontend::TranslateProgram(decoded, graph, options);
const uint32_t draw[] = {test.count, test.base_vertex, 7, test.width,
const uint32_t draw[] = {test.count, test.base_vertex, test.width,
test.address_low, 0x12};
Inst *load = nullptr;
for (auto &inst : *program.blocks.front()) {
@@ -11832,7 +11832,7 @@ void TestMeshInputAssembly() {
Check(sgprs[2] == test.group_info && sgprs[3] == test.wave_info &&
vgprs[0] == ((test.first << 2) | (test.second << 18)) &&
vgprs[1] == test.third * 4 && vgprs[5] == test.vertex_id &&
vgprs[test.fast_launch ? 6 : 8] == 9u,
vgprs[test.fast_launch ? 6 : 8] == 2u,
"mesh prolog changed input assembly, wave counts, vertex ID, or instance ID");
}
}