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@ -2,11 +2,16 @@
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// Licensed under GPLv2
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <boost/range/algorithm.hpp>
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#include <common/file_util.h>
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#include <core/mem_map.h>
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#include "debug_utils/debug_utils.h"
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#include "pica.h"
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#include "pica.h"
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#include "vertex_shader.h"
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#include "vertex_shader.h"
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#include "debug_utils/debug_utils.h"
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#include <core/mem_map.h>
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#include <common/file_util.h>
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namespace Pica {
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namespace Pica {
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@ -238,7 +243,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
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// Setup input register table
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// Setup input register table
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const auto& attribute_register_map = registers.vs_input_register_map;
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const auto& attribute_register_map = registers.vs_input_register_map;
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float24 dummy_register;
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float24 dummy_register;
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std::fill(&state.input_register_table[0], &state.input_register_table[16], &dummy_register);
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boost::fill(state.input_register_table, &dummy_register);
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if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
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if(num_attributes > 0) state.input_register_table[attribute_register_map.attribute0_register] = &input.attr[0].x;
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if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
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if(num_attributes > 1) state.input_register_table[attribute_register_map.attribute1_register] = &input.attr[1].x;
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if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
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if(num_attributes > 2) state.input_register_table[attribute_register_map.attribute2_register] = &input.attr[2].x;
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@ -272,8 +277,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
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state.status_registers[0] = false;
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state.status_registers[0] = false;
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state.status_registers[1] = false;
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state.status_registers[1] = false;
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std::fill(state.call_stack, state.call_stack + sizeof(state.call_stack) / sizeof(state.call_stack[0]),
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boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
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VertexShaderState::INVALID_ADDRESS);
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state.call_stack_pointer = &state.call_stack[0];
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state.call_stack_pointer = &state.call_stack[0];
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ProcessShaderCode(state);
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ProcessShaderCode(state);
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