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