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@@ -83,29 +83,33 @@ uint32_t DxbcShaderTranslator::GetColorFormatRTFlags(
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// k_2_10_10_10_FLOAT
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kRTFlag_FormatFloat10,
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// k_16_16
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kRTFlag_FormatFixed,
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kRTFlag_FormatFixed | kRTFlag_FormatUnusedB | kRTFlag_FormatUnusedA,
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// k_16_16_16_16
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kRTFlag_FormatFixed,
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// k_16_16_FLOAT
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kRTFlag_FormatFloat16,
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kRTFlag_FormatFloat16 | kRTFlag_FormatUnusedB | kRTFlag_FormatUnusedA,
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// k_16_16_16_16_FLOAT
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kRTFlag_FormatFloat16,
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// Unused
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0,
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kRTFlag_FormatUnusedR | kRTFlag_FormatUnusedG | kRTFlag_FormatUnusedB |
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kRTFlag_FormatUnusedA,
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// Unused
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0,
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kRTFlag_FormatUnusedR | kRTFlag_FormatUnusedG | kRTFlag_FormatUnusedB |
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kRTFlag_FormatUnusedA,
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// k_2_10_10_10_AS_16_16_16_16
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kRTFlag_FormatFixed,
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// Unused.
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0,
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kRTFlag_FormatUnusedR | kRTFlag_FormatUnusedG | kRTFlag_FormatUnusedB |
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kRTFlag_FormatUnusedA,
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// k_2_10_10_10_FLOAT_AS_16_16_16_16
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kRTFlag_FormatFloat10,
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// Unused.
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0,
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kRTFlag_FormatUnusedR | kRTFlag_FormatUnusedG | kRTFlag_FormatUnusedB |
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kRTFlag_FormatUnusedA,
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// k_32_FLOAT
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0,
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kRTFlag_FormatUnusedG | kRTFlag_FormatUnusedB | kRTFlag_FormatUnusedA,
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// k_32_32_FLOAT
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0,
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kRTFlag_FormatUnusedB | kRTFlag_FormatUnusedA,
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};
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return kRTFormatFlags[uint32_t(format)];
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}
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@@ -1054,10 +1058,15 @@ void DxbcShaderTranslator::StartTranslation() {
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} else if (IsDXBCPixelShader()) {
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if (!is_depth_only_pixel_shader_) {
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for (uint32_t i = 0; i < 4; ++i) {
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system_temp_color_[i] = PushSystemTemp(true);
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// In the ROV path, no need to initialize the colors because original
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// values will be kept for the unwritten components.
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system_temp_color_[i] = PushSystemTemp(!edram_rov_used_);
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}
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}
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if (edram_rov_used_) {
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if (!is_depth_only_pixel_shader_) {
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system_temp_color_written_ = PushSystemTemp(true);
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}
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system_temp_depth_ = PushSystemTemp();
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}
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}
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@@ -3242,6 +3251,14 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_StoreColor(
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}
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void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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bool color_targets_written;
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if (is_depth_only_pixel_shader_) {
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color_targets_written = false;
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} else {
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color_targets_written = writes_color_target(0) || writes_color_target(1) ||
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writes_color_target(2) || writes_color_target(3);
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}
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// ***************************************************************************
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// Calculate the offsets of the samples in the EDRAM.
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// ***************************************************************************
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@@ -3399,7 +3416,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// Calculate the address in the EDRAM buffer.
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if (!is_depth_only_pixel_shader_) {
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if (color_targets_written) {
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// 1a) Get dword offset within the tile to edram_coord_low_temp.x.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(9));
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@@ -3437,7 +3454,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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if (!is_depth_only_pixel_shader_) {
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if (color_targets_written) {
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// 2a) Combine the tile offset and the offset within the tile to
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// edram_coord_low_temp.x.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_UMAD) |
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@@ -3481,7 +3498,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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uint32_t edram_coord_high_temp = 0;
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if (!is_depth_only_pixel_shader_) {
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if (color_targets_written) {
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edram_coord_high_temp = PushSystemTemp();
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// Get which render targets are 64bpp, as log2 of dword count per pixel.
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@@ -3990,16 +4007,16 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// Write to color render targets.
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// ***************************************************************************
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if (!is_depth_only_pixel_shader_) {
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if (color_targets_written) {
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system_constants_used_ |= 1ull << kSysConst_EDRAMRTFlags_Index;
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// Get what render targets need to be written to.
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uint32_t rt_used_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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// Mask disabled color writes.
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uint32_t rt_write_masks_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_USHR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_used_temp);
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shader_code_.push_back(rt_write_masks_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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@@ -4007,33 +4024,27 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(kRTFlag_Used);
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shader_code_.push_back(kRTFlag_Used);
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shader_code_.push_back(kRTFlag_Used);
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shader_code_.push_back(kRTFlag_Used);
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shader_code_.push_back(kRTFlag_WriteR_Shift);
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shader_code_.push_back(kRTFlag_WriteR_Shift);
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shader_code_.push_back(kRTFlag_WriteR_Shift);
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shader_code_.push_back(kRTFlag_WriteR_Shift);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Get what render targets need to be read (for write masks and blending).
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uint32_t rt_load_temp = PushSystemTemp();
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_AND) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_load_temp);
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shader_code_.push_back(system_temp_color_written_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_color_written_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(kRTFlag_Load);
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shader_code_.push_back(kRTFlag_Load);
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shader_code_.push_back(kRTFlag_Load);
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shader_code_.push_back(kRTFlag_Load);
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(rt_write_masks_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Release rt_write_masks_temp.
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PopSystemTemp();
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// Get what render targets need blending (if only write mask is used and no
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// blending, skip blending).
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@@ -4057,7 +4068,92 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Get what render targets need to be read (for write mask and blending).
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uint32_t rt_overwritten_temp = PushSystemTemp();
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// First, ignore components that don't exist in the render target at all -
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// treat them as overwritten.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_UBFE) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(17));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_overwritten_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(4);
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shader_code_.push_back(4);
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shader_code_.push_back(4);
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shader_code_.push_back(4);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(kRTFlag_FormatUnusedR_Shift);
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shader_code_.push_back(kRTFlag_FormatUnusedR_Shift);
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shader_code_.push_back(kRTFlag_FormatUnusedR_Shift);
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shader_code_.push_back(kRTFlag_FormatUnusedR_Shift);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_CONSTANT_BUFFER, kSwizzleXYZW, 3));
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shader_code_.push_back(cbuffer_index_system_constants_);
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shader_code_.push_back(uint32_t(CbufferRegister::kSystemConstants));
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shader_code_.push_back(kSysConst_EDRAMRTFlags_Vec);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_overwritten_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(system_temp_color_written_);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(rt_overwritten_temp);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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// Then, check if the write mask + unused components is 1111 - if yes (and
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// not blending), the pixel will be totally overwritten and no need to load
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// the old pixel value.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IEQ) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(10));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_overwritten_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(rt_overwritten_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0b1111);
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shader_code_.push_back(0b1111);
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shader_code_.push_back(0b1111);
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shader_code_.push_back(0b1111);
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++stat_.instruction_count;
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++stat_.int_instruction_count;
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// Force load the previous pixel if blending.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_MOVC) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(12));
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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shader_code_.push_back(rt_overwritten_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(rt_blend_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_IMMEDIATE32, kSwizzleXYZW, 0));
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(0);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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shader_code_.push_back(rt_overwritten_temp);
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++stat_.instruction_count;
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++stat_.movc_instruction_count;
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for (uint32_t i = 0; i < 4; ++i) {
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if (!writes_color_target(i)) {
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continue;
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}
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// Check if the render target needs to be written to.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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@@ -4065,7 +4161,7 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(rt_used_temp);
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shader_code_.push_back(system_temp_color_written_);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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@@ -4077,11 +4173,11 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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// write mask.
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_IF) |
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ENCODE_D3D10_SB_INSTRUCTION_TEST_BOOLEAN(
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D3D10_SB_INSTRUCTION_TEST_NONZERO) |
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D3D10_SB_INSTRUCTION_TEST_ZERO) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(3));
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shader_code_.push_back(
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EncodeVectorSelectOperand(D3D10_SB_OPERAND_TYPE_TEMP, i, 1));
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shader_code_.push_back(rt_load_temp);
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shader_code_.push_back(rt_overwritten_temp);
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++stat_.instruction_count;
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++stat_.dynamic_flow_control_count;
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uint32_t dest_color_temp = PushSystemTemp();
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@@ -4165,12 +4261,12 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV() {
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++stat_.instruction_count;
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}
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// Release rt_used_temp, rt_load_temp and rt_blend_temp.
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PopSystemTemp(3);
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// Release rt_blend_temp and rt_overwritten_temp.
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PopSystemTemp(2);
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}
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// Release edram_coord_low_temp and, if used, edram_coord_high_temp.
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PopSystemTemp(is_depth_only_pixel_shader_ ? 1 : 2);
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PopSystemTemp(color_targets_written ? 2 : 1);
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}
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void DxbcShaderTranslator::CompletePixelShader() {
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@@ -4476,6 +4572,10 @@ void DxbcShaderTranslator::CompleteShaderCode() {
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if (edram_rov_used_) {
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// Release system_temp_depth_.
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PopSystemTemp();
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if (!is_depth_only_pixel_shader_) {
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// Release system_temp_color_written_.
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PopSystemTemp();
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}
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}
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if (!is_depth_only_pixel_shader_) {
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// Release system_temp_color_.
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@@ -5460,6 +5560,30 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
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}
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PopSystemTemp(2);
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}
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if (edram_rov_used_ &&
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result.storage_target == InstructionStorageTarget::kColorTarget) {
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// For ROV output, mark that the color has been written to.
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// According to:
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// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx9-graphics-reference-asm-ps-registers-output-color
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// if a color target has been written to - including due to flow control -
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// the render target must not be modified (the unwritten components of a
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// written target are undefined, but let's keep the original value in this
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// case).
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shader_code_.push_back(ENCODE_D3D10_SB_OPCODE_TYPE(D3D10_SB_OPCODE_OR) |
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ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(7));
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shader_code_.push_back(EncodeVectorMaskedOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, 1 << uint32_t(result.storage_index), 1));
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shader_code_.push_back(system_temp_color_written_);
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shader_code_.push_back(EncodeVectorSelectOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, uint32_t(result.storage_index), 1));
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shader_code_.push_back(system_temp_color_written_);
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shader_code_.push_back(
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EncodeScalarOperand(D3D10_SB_OPERAND_TYPE_IMMEDIATE32, 0));
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shader_code_.push_back(swizzle_mask | constant_mask);
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++stat_.instruction_count;
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++stat_.uint_instruction_count;
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}
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}
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void DxbcShaderTranslator::ClosePredicate() {
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