Pica: Write shader registers in functions
The commit after this one adds GS register writes, so this moves the VS handlers into functions so they can be re-used and extended more easily.
This commit is contained in:
		@@ -32,12 +32,13 @@ namespace Pica {
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namespace CommandProcessor {
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static int float_regs_counter = 0;
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static int vs_float_regs_counter = 0;
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static u32 vs_uniform_write_buffer[4];
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static u32 uniform_write_buffer[4];
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static int gs_float_regs_counter = 0;
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static u32 gs_uniform_write_buffer[4];
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static int default_attr_counter = 0;
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static u32 default_attr_write_buffer[3];
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// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
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@@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = {
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MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
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static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
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    if (&setup == &g_state.vs) {
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        return "vertex shader";
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    }
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    if (&setup == &g_state.gs) {
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        return "geometry shader";
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    }
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    return "unknown shader";
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}
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static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
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    for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
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        setup.uniforms.b[i] = (value & (1 << i)) != 0;
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}
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static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
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                               const Math::Vec4<u8>& values) {
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    ASSERT(index < setup.uniforms.i.size());
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    setup.uniforms.i[index] = values;
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    LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
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              GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
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}
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static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
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                                 int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
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    auto& uniform_setup = config.uniform_setup;
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    // TODO: Does actual hardware indeed keep an intermediate buffer or does
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    //       it directly write the values?
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    uniform_write_buffer[float_regs_counter++] = value;
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    // Uniforms are written in a packed format such that four float24 values are encoded in
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    // three 32-bit numbers. We write to internal memory once a full such vector is
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    // written.
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    if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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        (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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        float_regs_counter = 0;
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        auto& uniform = setup.uniforms.f[uniform_setup.index];
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        if (uniform_setup.index >= 96) {
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            LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
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                      (int)uniform_setup.index);
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        } else {
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            // NOTE: The destination component order indeed is "backwards"
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            if (uniform_setup.IsFloat32()) {
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                for (auto i : {0, 1, 2, 3})
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                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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            } else {
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                // TODO: Untested
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                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
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                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
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                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
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                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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            }
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            LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
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                      GetShaderSetupTypeName(setup), (int)uniform_setup.index,
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                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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                      uniform.w.ToFloat32());
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            // TODO: Verify that this actually modifies the register!
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            uniform_setup.index.Assign(uniform_setup.index + 1);
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        }
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    }
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}
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static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup,
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                             unsigned max_program_code_length, u32 value) {
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    if (config.program.offset >= max_program_code_length) {
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        LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup),
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                  (int)config.program.offset);
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    } else {
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        setup.program_code[config.program.offset] = value;
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        config.program.offset++;
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    }
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}
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static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) {
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    if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
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        LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup),
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                  (int)config.swizzle_patterns.offset);
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    } else {
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        setup.swizzle_data[config.swizzle_patterns.offset] = value;
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        config.swizzle_patterns.offset++;
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    }
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}
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static void WritePicaReg(u32 id, u32 value, u32 mask) {
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    auto& regs = g_state.regs;
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@@ -331,20 +423,17 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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    }
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    case PICA_REG_INDEX(vs.bool_uniforms):
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        for (unsigned i = 0; i < 16; ++i)
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            g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
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        WriteUniformBoolReg(g_state.vs, value);
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        break;
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    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
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    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
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    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
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    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
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        int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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        unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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        auto values = regs.vs.int_uniforms[index];
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        g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
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        LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(),
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                  values.y.Value(), values.z.Value(), values.w.Value());
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        WriteUniformIntReg(g_state.vs, index,
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                           Math::Vec4<u8>(values.x, values.y, values.z, values.w));
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        break;
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    }
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@@ -356,51 +445,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
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    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
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    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
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        auto& uniform_setup = regs.vs.uniform_setup;
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        // TODO: Does actual hardware indeed keep an intermediate buffer or does
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        //       it directly write the values?
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        uniform_write_buffer[float_regs_counter++] = value;
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        // Uniforms are written in a packed format such that four float24 values are encoded in
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        // three 32-bit numbers. We write to internal memory once a full such vector is
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        // written.
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        if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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            (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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            float_regs_counter = 0;
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            auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
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            if (uniform_setup.index > 95) {
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                LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
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                break;
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            }
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            // NOTE: The destination component order indeed is "backwards"
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            if (uniform_setup.IsFloat32()) {
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                for (auto i : {0, 1, 2, 3})
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                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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            } else {
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                // TODO: Untested
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                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
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                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
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                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
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                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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            }
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            LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
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                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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                      uniform.w.ToFloat32());
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            // TODO: Verify that this actually modifies the register!
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            uniform_setup.index.Assign(uniform_setup.index + 1);
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        }
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        WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
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                             vs_uniform_write_buffer, value);
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        break;
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    }
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    // Load shader program code
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
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@@ -409,12 +458,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
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    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
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        g_state.vs.program_code[regs.vs.program.offset] = value;
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        regs.vs.program.offset++;
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        WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value);
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        break;
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    }
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    // Load swizzle pattern data
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
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@@ -423,8 +470,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
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    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
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        g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
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        regs.vs.swizzle_patterns.offset++;
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        WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value);
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        break;
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    }
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