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@ -2,6 +2,8 @@
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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 <stack>
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#include <boost/range/algorithm.hpp>
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#include <boost/range/algorithm.hpp>
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#include <common/file_util.h>
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#include <common/file_util.h>
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@ -65,9 +67,6 @@ const std::array<u32, 1024>& GetSwizzlePatterns()
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return swizzle_data;
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return swizzle_data;
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}
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}
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// TODO: Is there actually a limit on hardware?
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const int if_stack_size = 8;
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struct VertexShaderState {
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struct VertexShaderState {
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u32* program_counter;
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u32* program_counter;
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@ -84,14 +83,14 @@ struct VertexShaderState {
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enum {
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enum {
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INVALID_ADDRESS = 0xFFFFFFFF
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INVALID_ADDRESS = 0xFFFFFFFF
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};
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};
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u32 call_stack[8]; // TODO: What is the maximal call stack depth?
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u32* call_stack_pointer;
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struct IfStackElement {
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struct CallStackElement {
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u32 else_addr;
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u32 final_address;
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u32 else_instructions;
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u32 return_address;
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} if_stack[if_stack_size];
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};
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IfStackElement* if_stack_pointer;
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// TODO: Is there a maximal size for this?
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std::stack<CallStackElement> call_stack;
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struct {
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struct {
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u32 max_offset; // maximum program counter ever reached
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u32 max_offset; // maximum program counter ever reached
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@ -101,12 +100,27 @@ struct VertexShaderState {
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static void ProcessShaderCode(VertexShaderState& state) {
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static void ProcessShaderCode(VertexShaderState& state) {
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while (true) {
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while (true) {
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bool increment_pc = true;
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if (!state.call_stack.empty()) {
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if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
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state.program_counter = &shader_memory[state.call_stack.top().return_address];
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state.call_stack.pop();
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// TODO: Is "trying again" accurate to hardware?
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continue;
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}
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}
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bool exit_loop = false;
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bool exit_loop = false;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory.data()));
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auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) {
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state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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stack.push({ offset + num_instructions, return_offset });
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};
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u32 binary_offset = state.program_counter - shader_memory.data();
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset);
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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auto LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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switch (source_reg.GetRegisterType()) {
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@ -328,30 +342,33 @@ static void ProcessShaderCode(VertexShaderState& state) {
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default:
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default:
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// Handle each instruction on its own
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// Handle each instruction on its own
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switch (instr.opcode) {
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switch (instr.opcode) {
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// NOP is currently used as a heuristic for leaving from a function.
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case Instruction::OpCode::END:
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// TODO: This is completely incorrect.
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exit_loop = true;
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case Instruction::OpCode::NOP:
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if (*state.call_stack_pointer == VertexShaderState::INVALID_ADDRESS) {
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exit_loop = true;
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} else {
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// Jump back to call stack position, invalidate call stack entry, move up call stack pointer
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state.program_counter = &shader_memory[*state.call_stack_pointer];
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*state.call_stack_pointer-- = VertexShaderState::INVALID_ADDRESS;
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}
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break;
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break;
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case Instruction::OpCode::CALL:
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case Instruction::OpCode::CALL:
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increment_pc = false;
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call(state.call_stack,
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instr.flow_control.dest_offset,
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_dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
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instr.flow_control.num_instructions,
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binary_offset + 1);
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*++state.call_stack_pointer = state.program_counter - shader_memory.data();
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state.program_counter = &shader_memory[instr.flow_control.dest_offset];
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break;
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break;
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case Instruction::OpCode::END:
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case Instruction::OpCode::NOP:
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// TODO
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break;
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case Instruction::OpCode::IFU:
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if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) {
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call(state.call_stack,
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binary_offset + 1,
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instr.flow_control.dest_offset - binary_offset - 1,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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} else {
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call(state.call_stack,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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}
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break;
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break;
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case Instruction::OpCode::IFC:
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case Instruction::OpCode::IFC:
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@ -381,12 +398,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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}
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if (results[2]) {
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if (results[2]) {
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++state.if_stack_pointer;
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call(state.call_stack,
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binary_offset + 1,
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state.if_stack_pointer->else_addr = instr.flow_control.dest_offset;
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instr.flow_control.dest_offset - binary_offset - 1,
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state.if_stack_pointer->else_instructions = instr.flow_control.num_instructions;
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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} else {
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} else {
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state.program_counter = &shader_memory[instr.flow_control.dest_offset] - 1;
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call(state.call_stack,
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instr.flow_control.dest_offset,
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instr.flow_control.num_instructions,
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instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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}
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}
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break;
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break;
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@ -401,15 +421,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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break;
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}
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}
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if (increment_pc)
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++state.program_counter;
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++state.program_counter;
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if (state.if_stack_pointer >= &state.if_stack[0]) {
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if (state.program_counter - shader_memory.data() == state.if_stack_pointer->else_addr) {
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state.program_counter += state.if_stack_pointer->else_instructions;
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state.if_stack_pointer--;
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}
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}
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if (exit_loop)
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if (exit_loop)
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break;
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break;
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@ -462,12 +474,6 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
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state.conditional_code[0] = false;
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state.conditional_code[0] = false;
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state.conditional_code[1] = false;
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state.conditional_code[1] = false;
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boost::fill(state.call_stack, VertexShaderState::INVALID_ADDRESS);
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state.call_stack_pointer = &state.call_stack[0];
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std::fill(state.if_stack, state.if_stack + sizeof(state.if_stack) / sizeof(state.if_stack[0]),
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VertexShaderState::IfStackElement{VertexShaderState::INVALID_ADDRESS, VertexShaderState::INVALID_ADDRESS});
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state.if_stack_pointer = state.if_stack - 1; // Meh. TODO: Make this less ugly
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ProcessShaderCode(state);
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ProcessShaderCode(state);
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DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
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DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
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