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graphics: fix vertex and instance IDs for unpatched indirect draws
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@@ -125,8 +125,7 @@ struct ShaderTessellationInputInfo {
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};
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// GS user-data slots an indirect draw packet writes its record's base vertex and first instance
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// to. Like the hardware index VGPRs, the vertex shader's indices exclude both bases once either
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// slot is set.
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// to. A packet can leave both slots unused even when its record contains nonzero offsets.
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struct ShaderIndirectOffsets {
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static constexpr uint8_t None = UINT8_MAX;
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@@ -159,8 +158,10 @@ struct ShaderVertexInputInfo {
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ShaderMeshInputInfo mesh;
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ShaderTessellationInputInfo tess;
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ShaderIndirectOffsets indirect_offsets;
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bool fetch_external = false;
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bool fetch_embedded = false;
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// GPU-read records add Vulkan bases even when the packet patches no user SGPRs.
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bool indirect_draw = false;
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// Attribute-table metadata enables dynamic fetch detection; loads are matched later.
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bool has_dynamic_vertex_fetch = false;
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};
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struct ShaderComputeInputInfo: ShaderWorkgroupInputInfo {
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