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@ -785,112 +785,119 @@ struct Regs {
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INSERT_PADDING_WORDS(0x20);
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enum class TriangleTopology : u32 {
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List = 0,
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Strip = 1,
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Fan = 2,
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ListIndexed = 3, // TODO: No idea if this is correct
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List = 0,
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Strip = 1,
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Fan = 2,
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Shader = 3, // Programmable setup unit implemented in a geometry shader
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};
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BitField<8, 2, TriangleTopology> triangle_topology;
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INSERT_PADDING_WORDS(0x51);
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INSERT_PADDING_WORDS(0x21);
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BitField<0, 16, u32> vs_bool_uniforms;
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union {
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BitField< 0, 8, u32> x;
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BitField< 8, 8, u32> y;
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BitField<16, 8, u32> z;
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BitField<24, 8, u32> w;
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} vs_int_uniforms[4];
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INSERT_PADDING_WORDS(0x5);
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> vs_main_offset;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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int GetRegisterForAttribute(int attribute_index) const {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} vs_input_register_map;
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INSERT_PADDING_WORDS(0x3);
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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struct ShaderConfig {
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BitField<0, 16, u32> bool_uniforms;
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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BitField<0, 7, u32> index;
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BitField< 0, 8, u32> x;
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BitField< 8, 8, u32> y;
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BitField<16, 8, u32> z;
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BitField<24, 8, u32> w;
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} int_uniforms[4];
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BitField<31, 1, Format> format;
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};
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INSERT_PADDING_WORDS(0x5);
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// Writing to these registers sets the "current" uniform.
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// TODO: It's not clear how the hardware stores what the "current" uniform is.
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u32 set_value[8];
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// Offset to shader program entry point (in words)
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BitField<0, 16, u32> main_offset;
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} vs_uniform_setup;
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union {
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BitField< 0, 4, u64> attribute0_register;
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BitField< 4, 4, u64> attribute1_register;
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BitField< 8, 4, u64> attribute2_register;
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BitField<12, 4, u64> attribute3_register;
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BitField<16, 4, u64> attribute4_register;
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BitField<20, 4, u64> attribute5_register;
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BitField<24, 4, u64> attribute6_register;
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BitField<28, 4, u64> attribute7_register;
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BitField<32, 4, u64> attribute8_register;
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BitField<36, 4, u64> attribute9_register;
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BitField<40, 4, u64> attribute10_register;
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BitField<44, 4, u64> attribute11_register;
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BitField<48, 4, u64> attribute12_register;
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BitField<52, 4, u64> attribute13_register;
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BitField<56, 4, u64> attribute14_register;
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BitField<60, 4, u64> attribute15_register;
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INSERT_PADDING_WORDS(0x2);
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int GetRegisterForAttribute(int attribute_index) const {
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u64 fields[] = {
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attribute0_register, attribute1_register, attribute2_register, attribute3_register,
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attribute4_register, attribute5_register, attribute6_register, attribute7_register,
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attribute8_register, attribute9_register, attribute10_register, attribute11_register,
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attribute12_register, attribute13_register, attribute14_register, attribute15_register,
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};
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return (int)fields[attribute_index];
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}
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} input_register_map;
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struct {
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// Offset of the next instruction to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// OUTMAP_MASK, 0x28E, CODETRANSFER_END
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INSERT_PADDING_WORDS(0x3);
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// Writing to these registers sets the "current" word in the shader program.
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// TODO: It's not clear how the hardware stores what the "current" word is.
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u32 set_word[8];
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} vs_program;
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struct {
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enum Format : u32
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{
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FLOAT24 = 0,
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FLOAT32 = 1
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};
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INSERT_PADDING_WORDS(0x1);
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bool IsFloat32() const {
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return format == FLOAT32;
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}
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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// Offset of the next swizzle pattern to write code to.
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// Incremented with each instruction write.
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u32 offset;
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union {
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// Index of the next uniform to write to
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// TODO: ctrulib uses 8 bits for this, however that seems to yield lots of invalid indices
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// TODO: Maybe the uppermost index is for the geometry shader? Investigate!
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BitField<0, 7, u32> index;
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// Writing to these registers sets the "current" swizzle pattern in the table.
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// TODO: It's not clear how the hardware stores what the "current" swizzle pattern is.
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u32 set_word[8];
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} vs_swizzle_patterns;
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BitField<31, 1, Format> format;
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};
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INSERT_PADDING_WORDS(0x22);
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// Writing to these registers sets the current uniform.
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u32 set_value[8];
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} uniform_setup;
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INSERT_PADDING_WORDS(0x2);
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struct {
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// Offset of the next instruction to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// Writing to these registers sets the "current" word in the shader program.
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u32 set_word[8];
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} program;
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INSERT_PADDING_WORDS(0x1);
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// This register group is used to load an internal table of swizzling patterns,
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// which are indexed by each shader instruction to specify vector component swizzling.
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struct {
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// Offset of the next swizzle pattern to write code to.
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// Incremented with each instruction write.
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u32 offset;
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// Writing to these registers sets the current swizzle pattern in the table.
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u32 set_word[8];
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} swizzle_patterns;
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INSERT_PADDING_WORDS(0x2);
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};
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ShaderConfig gs;
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ShaderConfig vs;
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INSERT_PADDING_WORDS(0x20);
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// Map register indices to names readable by humans
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// Used for debugging purposes, so performance is not an issue here
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@ -937,13 +944,20 @@ struct Regs {
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ADD_FIELD(vs_default_attributes_setup);
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ADD_FIELD(command_buffer);
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ADD_FIELD(triangle_topology);
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ADD_FIELD(vs_bool_uniforms);
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ADD_FIELD(vs_int_uniforms);
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ADD_FIELD(vs_main_offset);
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ADD_FIELD(vs_input_register_map);
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ADD_FIELD(vs_uniform_setup);
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ADD_FIELD(vs_program);
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ADD_FIELD(vs_swizzle_patterns);
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ADD_FIELD(gs.bool_uniforms);
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ADD_FIELD(gs.int_uniforms);
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ADD_FIELD(gs.main_offset);
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ADD_FIELD(gs.input_register_map);
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ADD_FIELD(gs.uniform_setup);
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ADD_FIELD(gs.program);
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ADD_FIELD(gs.swizzle_patterns);
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ADD_FIELD(vs.bool_uniforms);
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ADD_FIELD(vs.int_uniforms);
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ADD_FIELD(vs.main_offset);
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ADD_FIELD(vs.input_register_map);
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ADD_FIELD(vs.uniform_setup);
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ADD_FIELD(vs.program);
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ADD_FIELD(vs.swizzle_patterns);
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#undef ADD_FIELD
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@ -1015,17 +1029,14 @@ ASSERT_REG_POSITION(trigger_draw_indexed, 0x22f);
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ASSERT_REG_POSITION(vs_default_attributes_setup, 0x232);
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ASSERT_REG_POSITION(command_buffer, 0x238);
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ASSERT_REG_POSITION(triangle_topology, 0x25e);
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ASSERT_REG_POSITION(vs_bool_uniforms, 0x2b0);
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ASSERT_REG_POSITION(vs_int_uniforms, 0x2b1);
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ASSERT_REG_POSITION(vs_main_offset, 0x2ba);
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ASSERT_REG_POSITION(vs_input_register_map, 0x2bb);
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ASSERT_REG_POSITION(vs_uniform_setup, 0x2c0);
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ASSERT_REG_POSITION(vs_program, 0x2cb);
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ASSERT_REG_POSITION(vs_swizzle_patterns, 0x2d5);
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ASSERT_REG_POSITION(gs, 0x280);
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ASSERT_REG_POSITION(vs, 0x2b0);
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#undef ASSERT_REG_POSITION
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#endif // !defined(_MSC_VER)
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static_assert(sizeof(Regs::ShaderConfig) == 0x30 * sizeof(u32), "ShaderConfig structure has incorrect size");
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// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
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static_assert(sizeof(Regs) <= 0x300 * sizeof(u32), "Register set structure larger than it should be");
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static_assert(sizeof(Regs) >= 0x300 * sizeof(u32), "Register set structure smaller than it should be");
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@ -1135,7 +1146,7 @@ struct State {
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Regs regs;
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/// Vertex shader memory
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struct {
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struct ShaderSetup {
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struct {
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Math::Vec4<float24> f[96];
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std::array<bool, 16> b;
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@ -1146,7 +1157,10 @@ struct State {
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std::array<u32, 1024> program_code;
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std::array<u32, 1024> swizzle_data;
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} vs;
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};
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ShaderSetup vs;
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ShaderSetup gs;
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/// Current Pica command list
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struct {
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