Pass baseVertex to vertex shader

Bug: b/118386749
Test: dEQP-VK.draw.*
Change-Id: I6064e47825f1dcc2a910fe4be933868a4f3835b5
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/29169
Tested-by: Chris Forbes <chrisforbes@google.com>
Presubmit-Ready: Chris Forbes <chrisforbes@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Pipeline/VertexProgram.cpp b/src/Pipeline/VertexProgram.cpp
index 6ea04f2..ea840f0 100644
--- a/src/Pipeline/VertexProgram.cpp
+++ b/src/Pipeline/VertexProgram.cpp
@@ -57,7 +57,7 @@
 		{
 			assert(it->second.SizeInComponents == 1);
 			routine.getVariable(it->second.Id)[it->second.FirstComponent] =
-					As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
+					As<Float4>(Int4(As<Int>(index) + *Pointer<Int>(data + OFFSET(DrawData, baseVertex))) + Int4(0, 1, 2, 3));
 		}
 
 		auto activeLaneMask = SIMD::Int(0xFFFFFFFF); // TODO: Control this.