Pica/VertexShader: Be robust against invalid inputs.
More specifically, this also fixes crashes by Citra trying to load a src2 register even if the current instruction does not use that.
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@ -99,6 +99,10 @@ struct VertexShaderState {
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};
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static void ProcessShaderCode(VertexShaderState& state) {
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// Placeholder for invalid inputs
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static float24 dummy_vec4_float24[4];
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while (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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@ -132,6 +136,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
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case RegisterType::FloatUniform:
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return &shader_uniforms.f[source_reg.GetIndex()].x;
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default:
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return dummy_vec4_float24;
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}
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};
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@ -182,9 +189,9 @@ static void ProcessShaderCode(VertexShaderState& state) {
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}
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float24* dest = (instr.common.dest < 0x08) ? state.output_register_table[4*instr.common.dest.GetIndex()]
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: (instr.common.dest < 0x10) ? nullptr
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: (instr.common.dest < 0x10) ? dummy_vec4_float24
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: (instr.common.dest < 0x20) ? &state.temporary_registers[instr.common.dest.GetIndex()][0]
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: nullptr;
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: dummy_vec4_float24;
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state.debug.max_opdesc_id = std::max<u32>(state.debug.max_opdesc_id, 1+instr.common.operand_desc_id);
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