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graphics: fix PS5 NGG vertex and instance draw offsets
Refs: https://github.com/KytyPS5/KytyPS5/issues/130
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@@ -76,7 +76,7 @@ public:
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void DrawIndex(uint32_t index_count, const void* index_addr, uint32_t flags, uint32_t type,
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uint32_t instance_count = 0, const void* object_ids = nullptr,
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uint32_t render_target_slice_offset = 0, int32_t vertex_offset_add = 0,
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uint32_t first_instance = 0);
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uint32_t first_instance = 0, bool offsets_from_indirect_args = false);
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void DrawIndexOffset(uint32_t index_offset, uint32_t index_count, uint32_t flags);
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void DrawIndexAuto(uint32_t index_count, uint32_t flags,
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uint32_t render_target_slice_offset = 0);
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@@ -151,7 +151,7 @@ private:
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void SuspendPm4();
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void SubmitNonIndexedDraw(uint32_t vertex_count, uint32_t flags,
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uint32_t render_target_slice_offset, uint32_t first_vertex,
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uint32_t first_instance);
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uint32_t first_instance, bool offsets_from_indirect_args = false);
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CommandScheduler& GetScheduler() const { return m_renderer.GetCommandScheduler(); }
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CommandBuffer& CurrentBuffer() { return GetScheduler().Current(); }
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