graphics: draw patched-offset indirect draws from GPU-read records

This commit is contained in:
nmzik committed 2026-10-27 10:13:15 +01:00
1 parent 09753bf8ff
commit a5b3673a39
14 files changed
+118 -21

No files matched your search

+13
View File
@@ -124,6 +124,18 @@ struct ShaderTessellationInputInfo {
uint32_t output_topology = 0;
};
// GS user-data slots an indirect draw packet writes its record's base vertex and first instance
// to. Like the hardware index VGPRs, the vertex shader's indices exclude both bases once either
// slot is set.
struct ShaderIndirectOffsets {
static constexpr uint8_t None = UINT8_MAX;
uint8_t vertex = None;
uint8_t instance = None;
bool operator==(const ShaderIndirectOffsets&) const = default;
};
struct ShaderVertexInputInfo {
static constexpr int RES_MAX = 32;
@@ -146,6 +158,7 @@ struct ShaderVertexInputInfo {
ShaderClipSpaceTransform clip_space;
ShaderMeshInputInfo mesh;
ShaderTessellationInputInfo tess;
ShaderIndirectOffsets indirect_offsets;
bool fetch_external = false;
bool fetch_embedded = false;
};