[GPU] Shader translator refactoring (mostly ALU), fixes for disassembly round trip and write masks
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@@ -809,14 +809,6 @@ bool PipelineCache::EnsureShadersTranslated(
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D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
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Shader::HostVertexShaderType host_vertex_shader_type) {
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auto& regs = *register_file_;
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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.
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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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auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
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// Edge flags are not supported yet (because polygon primitives are not).
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