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@ -31,8 +31,8 @@ static struct {
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// TODO: Not sure where the shader binary and swizzle patterns are supposed to be loaded to!
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// For now, we just keep these local arrays around.
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static u32 shader_memory[1024];
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static u32 swizzle_data[1024];
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static std::array<u32, 1024> shader_memory;
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static std::array<u32, 1024> swizzle_data;
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void SubmitShaderMemoryChange(u32 addr, u32 value)
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{
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@ -49,6 +49,17 @@ Math::Vec4<float24>& GetFloatUniform(u32 index)
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return shader_uniforms.f[index];
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}
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const std::array<u32, 1024>& GetShaderBinary()
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{
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return shader_memory;
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}
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const std::array<u32, 1024>& GetSwizzlePatterns()
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{
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return swizzle_data;
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}
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struct VertexShaderState {
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u32* program_counter;
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@ -75,7 +86,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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bool increment_pc = true;
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bool exit_loop = false;
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const Instruction& instr = *(const Instruction*)state.program_counter;
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state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + (state.program_counter - shader_memory));
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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 LookupSourceRegister = [&](const SourceRegister& source_reg) -> const float24* {
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switch (source_reg.GetRegisterType()) {
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@ -233,7 +244,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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_dbg_assert_(HW_GPU, state.call_stack_pointer - state.call_stack < sizeof(state.call_stack));
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*++state.call_stack_pointer = state.program_counter - shader_memory;
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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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@ -305,7 +316,7 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
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state.call_stack_pointer = &state.call_stack[0];
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ProcessShaderCode(state);
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DebugUtils::DumpShader(shader_memory, state.debug.max_offset, swizzle_data,
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DebugUtils::DumpShader(shader_memory.data(), state.debug.max_offset, swizzle_data.data(),
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state.debug.max_opdesc_id, registers.vs_main_offset,
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registers.vs_output_attributes);
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