[GPU] Rename uses_register_relative_addressing to uses_register_dynamic_addressing
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@@ -67,7 +67,7 @@ void DxbcShaderTranslator::Reset() {
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uint32_t DxbcShaderTranslator::PushSystemTemp() {
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uint32_t register_index = system_temp_count_current_;
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if (!uses_register_relative_addressing()) {
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if (!uses_register_dynamic_addressing()) {
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// Guest shader registers first if they're not in x0.
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register_index += register_count();
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}
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@@ -97,7 +97,7 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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// Write to GPR 0 - either directly if not using indexable registers, or via a
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// system temporary register.
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uint32_t reg;
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if (uses_register_relative_addressing()) {
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if (uses_register_dynamic_addressing()) {
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reg = PushSystemTemp();
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} else {
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reg = 0;
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@@ -304,7 +304,7 @@ void DxbcShaderTranslator::StartVertexShader_SwapVertexIndex() {
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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if (uses_register_relative_addressing()) {
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if (uses_register_dynamic_addressing()) {
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// Store to indexed GPR 0 in x0[0].
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOV) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6));
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@@ -1169,7 +1169,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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// Temporary registers - guest general-purpose registers if not using dynamic
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// indexing and Xenia internal registers.
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stat_.temp_register_count =
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(uses_register_relative_addressing() ? 0 : register_count()) +
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(uses_register_dynamic_addressing() ? 0 : register_count()) +
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system_temp_count_max_;
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if (stat_.temp_register_count != 0) {
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shader_object_.push_back(
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@@ -1179,7 +1179,7 @@ void DxbcShaderTranslator::WriteShaderCode() {
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}
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// General-purpose registers if using dynamic indexing (x0).
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if (uses_register_relative_addressing()) {
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if (uses_register_dynamic_addressing()) {
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shader_object_.push_back(
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ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_DCL_INDEXABLE_TEMP) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(4));
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