[D3D12] DXBC: Fix two uninitialized register usages in ROV code, better comments
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@@ -49,6 +49,10 @@ namespace gpu {
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// optimization possibilities as this may result in false dependencies. Always
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// mov l(0, 0, 0, 0) to such components before potential branching -
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// PushSystemTemp accepts a zero mask for this purpose.
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//
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// Clamping must be done first to the lower bound (using max), then to the upper
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// bound (using min), to match the saturate modifier behavior, which results in
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// 0 for NaN.
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class DxbcShaderTranslator : public ShaderTranslator {
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public:
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DxbcShaderTranslator(uint32_t vendor_id, bool edram_rov_used);
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@@ -1626,7 +1630,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
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uint32_t temp2_component);
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// Packs a float32x4 color value to 32bpp or a 64bpp in color_temp to
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// packed_temp.packed_temp_components, using 2 temporary VGPR. color_temp and
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// packed_temp may be the same if packed_temp_components is 0.
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// packed_temp may be the same if packed_temp_components is 0. If the format
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// is 32bpp, will still the high part to break register dependency.
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void ROV_PackPreClampedColor(uint32_t rt_index, uint32_t color_temp,
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uint32_t packed_temp,
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uint32_t packed_temp_components, uint32_t temp1,
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@@ -2002,7 +2007,8 @@ class DxbcShaderTranslator : public ShaderTranslator {
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// W - Base-relative resolution-scaled EDRAM offset for 64bpp color data, in
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// dwords.
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uint32_t system_temp_rov_params_;
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// ROV only - new depth/stencil data. 4 VGPRs.
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// ROV only - new depth/stencil data. 4 VGPRs when not writing to oDepth, 1
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// VGPR when writing to oDepth.
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// When not writing to oDepth: New per-sample depth/stencil values, generated
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// during early depth/stencil test (actual writing checks coverage bits).
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// When writing to oDepth: X also used to hold the depth written by the
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