The callee of an indirect call is not in the shader binary. It lives elsewhere
in guest memory and is never dispatched, so it is never compiled - the scan
finding zero S_SETPC_B64 across every compiled shader is the same fact seen from
the other side.
The target arrives through a descriptor chain rooted in user data. Resolving
that chain inside the recompiler would need the SRT walk, which needs the shader
to translate, which is what the unhandled S_SWAPPC_B64 prevents. Resolving it
from the dispatch side, where the user data is already in hand, avoids that
circle: find each call site, fetch the callee, and splice it in before
recompiling.
Each table entry is a {function, context} pair; the caller moves the first half
into the call-target registers and the second into the next pair as an argument,
so inlining at the call site needs no argument marshalling.