[D3D12] DXBC: Fix indexable temp usage
This commit is contained in:
parent
04544945d0
commit
bc9b95ac57
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@ -410,49 +410,69 @@ void DxbcShaderTranslator::StartVertexShader() {
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void DxbcShaderTranslator::StartPixelShader() {
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void DxbcShaderTranslator::StartPixelShader() {
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// Copy interpolants to GPRs.
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// Copy interpolants to GPRs.
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uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
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uint32_t interpolator_count = std::min(kInterpolatorCount, register_count());
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for (uint32_t i = 0; i < interpolator_count; ++i) {
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if (uses_register_dynamic_addressing()) {
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++stat_.instruction_count;
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// Copy through r# to x0[#].
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if (uses_register_dynamic_addressing()) {
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uint32_t interpolator_temp_register = PushSystemTemp();
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++stat_.array_instruction_count;
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for (uint32_t i = 0; i < interpolator_count; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(interpolator_temp_register);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
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shader_code_.push_back(kPSInInterpolatorRegister + i);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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} else {
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shader_code_.push_back(i);
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++stat_.mov_instruction_count;
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(interpolator_temp_register);
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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}
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PopSystemTemp();
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} else {
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// Copy directly to r#.
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for (uint32_t i = 0; i < interpolator_count; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(i);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
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shader_code_.push_back(kPSInInterpolatorRegister + i);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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}
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shader_code_.push_back(i);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INPUT, kSwizzleXYZW, 1));
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shader_code_.push_back(kPSInInterpolatorRegister + i);
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}
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}
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// TODO(Triang3l): ps_param_gen.
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// TODO(Triang3l): ps_param_gen.
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// Initialize color indexable temporary registers so they have a defined value
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// Initialize color indexable temporary registers so they have a defined value
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// in case the shader doesn't write to all used outputs on all execution
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// in case the shader doesn't write to all used outputs on all execution
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// paths.
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// paths. This must be done via r#.
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uint32_t zero_temp_register = PushSystemTemp(true);
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for (uint32_t i = 0; i < 4; ++i) {
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for (uint32_t i = 0; i < 4; ++i) {
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, 0b1111, 2));
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shader_code_.push_back(GetColorIndexableTemp());
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shader_code_.push_back(GetColorIndexableTemp());
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shader_code_.push_back(i);
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shader_code_.push_back(i);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(0);
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shader_code_.push_back(zero_temp_register);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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++stat_.array_instruction_count;
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}
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}
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PopSystemTemp();
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}
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}
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void DxbcShaderTranslator::StartTranslation() {
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void DxbcShaderTranslator::StartTranslation() {
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@ -491,9 +511,10 @@ void DxbcShaderTranslator::CompleteVertexShader() {
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void DxbcShaderTranslator::CompletePixelShader() {
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void DxbcShaderTranslator::CompletePixelShader() {
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uint32_t color_indexable_temp = GetColorIndexableTemp();
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uint32_t color_indexable_temp = GetColorIndexableTemp();
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// Allocate a temporary register for alpha testing, color indexable temp
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// Allocate temporary registers for alpha testing, color indexable temp
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// load/store and storing the color output map.
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// load/store and storing the color output map.
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uint32_t temp_register = PushSystemTemp();
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uint32_t temp1 = PushSystemTemp();
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uint32_t temp2 = PushSystemTemp();
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// TODO(Triang3l): Alpha testing.
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// TODO(Triang3l): Alpha testing.
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@ -507,7 +528,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2));
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shader_code_.push_back(color_indexable_temp);
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shader_code_.push_back(color_indexable_temp);
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@ -519,10 +540,10 @@ void DxbcShaderTranslator::CompletePixelShader() {
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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shader_code_.push_back(EncodeVectorReplicatedOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, i, 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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@ -539,18 +560,22 @@ void DxbcShaderTranslator::CompletePixelShader() {
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shader_code_.push_back(i);
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shader_code_.push_back(i);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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++stat_.array_instruction_count;
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}
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}
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// Remap guest render target indices to host since because on the host, the
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// Remap guest render target indices to host since because on the host, the
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// indices of the bound render targets are consecutive.
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// indices of the bound render targets are consecutive.
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// temp = xe_color_output_map
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// temp1 = xe_color_output_map
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// SV_Target0 = oC[temp.x]
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// temp2 = oC[temp1.x]
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// SV_Target1 = oC[temp.y]
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// SV_Target0 = temp2
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// SV_Target2 = oC[temp.z]
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// temp2 = oC[temp1.y]
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// SV_Target3 = oC[temp.w]
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// SV_Target1 = temp2
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// temp2 = oC[temp1.w]
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// SV_Target2 = temp2
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// temp2 = oC[temp1.z]
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// SV_Target3 = temp2
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//
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//
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// Load the constant to a temporary register so it can be used for relative
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// Load the constant to a temporary register so it can be used for relative
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// addressing.
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// addressing.
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@ -560,7 +585,7 @@ void DxbcShaderTranslator::CompletePixelShader() {
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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shader_code_.push_back(uint32_t(RdefConstantBufferIndex::kSystemConstants));
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@ -570,11 +595,12 @@ void DxbcShaderTranslator::CompletePixelShader() {
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++stat_.mov_instruction_count;
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++stat_.mov_instruction_count;
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// Do the remapping.
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// Do the remapping.
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for (uint32_t i = 0; i < 4; ++i) {
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for (uint32_t i = 0; i < 4; ++i) {
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// Copy to r# because indexable temps must be loaded/stored via r#.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(i);
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shader_code_.push_back(temp2);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2,
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D3D10_SB_OPERAND_TYPE_INDEXABLE_TEMP, kSwizzleXYZW, 2,
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D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
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D3D10_SB_OPERAND_INDEX_IMMEDIATE32,
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@ -582,13 +608,24 @@ void DxbcShaderTranslator::CompletePixelShader() {
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shader_code_.push_back(color_indexable_temp);
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shader_code_.push_back(color_indexable_temp);
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(temp_register);
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shader_code_.push_back(temp1);
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++stat_.instruction_count;
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++stat_.instruction_count;
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++stat_.array_instruction_count;
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++stat_.array_instruction_count;
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// Write to o#.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(5));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_OUTPUT, 0b1111, 1));
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shader_code_.push_back(i);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(temp2);
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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}
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// Free the temporary register.
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// Free the temporary registers.
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PopSystemTemp();
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PopSystemTemp(2);
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}
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}
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void DxbcShaderTranslator::CompleteShaderCode() {
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void DxbcShaderTranslator::CompleteShaderCode() {
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@ -1387,6 +1424,31 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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}
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}
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}
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}
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// If writing to an indexable temp, the constant part must be written via r#.
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uint32_t constant_temp = UINT32_MAX;
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if (constant_mask != 0) {
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if ((result.storage_target == InstructionStorageTarget::kRegister &&
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uses_register_dynamic_addressing()) ||
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result.storage_target == InstructionStorageTarget::kColorTarget) {
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constant_temp = PushSystemTemp();
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}
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}
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if (constant_temp != UINT32_MAX) {
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// Load constants to r#.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(8));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, constant_mask, 1));
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shader_code_.push_back(constant_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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for (uint32_t j = 0; j < 4; ++j) {
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shader_code_.push_back((constant_values & (1 << j)) ? 0x3F800000 : 0);
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}
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++stat_.instruction_count;
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++stat_.mov_instruction_count;
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}
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// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
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// Store both parts of the write (i == 0 - swizzled, i == 1 - constant).
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for (uint32_t i = 0; i < 2; ++i) {
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for (uint32_t i = 0; i < 2; ++i) {
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uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
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uint32_t mask = i == 0 ? swizzle_mask : constant_mask;
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@ -1395,7 +1457,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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}
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}
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// r# for the swizzled part, 4-component imm32 for the constant part.
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// r# for the swizzled part, 4-component imm32 for the constant part.
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uint32_t source_length = i == 0 ? 2 : 5;
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uint32_t source_length = (i == 1 && constant_temp == UINT32_MAX) ? 5 : 2;
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switch (result.storage_target) {
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switch (result.storage_target) {
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case InstructionStorageTarget::kRegister:
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case InstructionStorageTarget::kRegister:
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if (uses_register_dynamic_addressing()) {
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if (uses_register_dynamic_addressing()) {
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@ -1493,14 +1555,26 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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D3D10_SB_OPERAND_TYPE_TEMP, swizzle_components, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, swizzle_components, 1));
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shader_code_.push_back(reg);
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shader_code_.push_back(reg);
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} else {
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} else {
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// Load constants.
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if (constant_temp != UINT32_MAX) {
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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// Load constants from the r#.
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||||
for (uint32_t j = 0; j < 4; ++j) {
|
D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
|
||||||
shader_code_.push_back((constant_values & (1 << j)) ? 0x3F800000 : 0);
|
shader_code_.push_back(constant_temp);
|
||||||
|
} else {
|
||||||
|
// Load constants from an immediate.
|
||||||
|
shader_code_.push_back(EncodeVectorSwizzledOperand(
|
||||||
|
D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
|
||||||
|
for (uint32_t j = 0; j < 4; ++j) {
|
||||||
|
shader_code_.push_back((constant_values & (1 << j)) ? 0x3F800000 : 0);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Free the r# with constants if used.
|
||||||
|
if (constant_temp != UINT32_MAX) {
|
||||||
|
PopSystemTemp();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
|
void DxbcShaderTranslator::SwapVertexData(uint32_t vfetch_index,
|
||||||
|
|
Loading…
Reference in New Issue