[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks
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@@ -2961,6 +2961,14 @@ bool D3D12CommandProcessor::UpdateBindings(
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(!samplers_written_pixel_ ||
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current_samplers_hash_pixel_ != samplers_hash_pixel);
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// These are the constant base addresses/ranges for shaders.
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// We have these hardcoded right now cause nothing seems to differ on the Xbox
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// 360 (however, OpenGL ES on Adreno 200 on Android has different ranges).
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assert_true(regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x000FF000 ||
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regs[XE_GPU_REG_SQ_VS_CONST].u32 == 0x00000000);
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assert_true(regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x000FF100 ||
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regs[XE_GPU_REG_SQ_PS_CONST].u32 == 0x00000000);
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// Check if the float constant layout is still the same and get the counts.
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const Shader::ConstantRegisterMap& float_constant_map_vertex =
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vertex_shader->constant_register_map();
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