xb format --all (we are now format clean). Buildbot will yell at you.
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@@ -209,7 +209,8 @@ void GL4ShaderTranslator::AppendSrcReg(const instr_alu_t& op, uint32_t num,
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}
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Append("state.float_consts[");
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#if FLOW_CONTROL
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// NOTE(dariosamo): Some games don't seem to take into account the relative a0
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// NOTE(dariosamo): Some games don't seem to take into account the relative
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// a0
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// offset even when they should due to const_slot being a different value.
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if (op.const_0_rel_abs || op.const_1_rel_abs) {
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#else
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@@ -1528,22 +1529,22 @@ static const struct {
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} cf_instructions[] = {
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#define INSTR(opc, fxn) \
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{ #opc }
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INSTR(NOP, print_cf_nop),
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INSTR(EXEC, print_cf_exec),
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INSTR(EXEC_END, print_cf_exec),
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INSTR(COND_EXEC, print_cf_exec),
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INSTR(COND_EXEC_END, print_cf_exec),
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INSTR(COND_PRED_EXEC, print_cf_exec),
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INSTR(COND_PRED_EXEC_END, print_cf_exec),
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INSTR(LOOP_START, print_cf_loop),
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INSTR(LOOP_END, print_cf_loop),
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INSTR(COND_CALL, print_cf_jmp_call),
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INSTR(RETURN, print_cf_jmp_call),
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INSTR(COND_JMP, print_cf_jmp_call),
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INSTR(ALLOC, print_cf_alloc),
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INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec),
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INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec),
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INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
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INSTR(NOP, print_cf_nop), //
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INSTR(EXEC, print_cf_exec), //
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INSTR(EXEC_END, print_cf_exec), //
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INSTR(COND_EXEC, print_cf_exec), //
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INSTR(COND_EXEC_END, print_cf_exec), //
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INSTR(COND_PRED_EXEC, print_cf_exec), //
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INSTR(COND_PRED_EXEC_END, print_cf_exec), //
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INSTR(LOOP_START, print_cf_loop), //
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INSTR(LOOP_END, print_cf_loop), //
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INSTR(COND_CALL, print_cf_jmp_call), //
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INSTR(RETURN, print_cf_jmp_call), //
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INSTR(COND_JMP, print_cf_jmp_call), //
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INSTR(ALLOC, print_cf_alloc), //
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INSTR(COND_EXEC_PRED_CLEAN, print_cf_exec), //
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INSTR(COND_EXEC_PRED_CLEAN_END, print_cf_exec), //
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INSTR(MARK_VS_FETCH_DONE, print_cf_nop), // ??
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#undef INSTR
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};
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@@ -1699,7 +1700,8 @@ bool GL4ShaderTranslator::TranslateLoopEnd(const ucode::instr_cf_loop_t& cf) {
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Append(" // %s", cf_instructions[cf.opc].name);
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Append(" ADDR(0x%x) LOOP ID(%d)\n", cf.address, cf.loop_id);
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Append(" i%d_cnt = i%d_cnt + 1;\n", cf.loop_id, cf.loop_id);
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Append(" pc = (i%d_cnt < state.loop_consts[%d]) ? i%d_addr : pc;\n", cf.loop_id, cf.loop_id, cf.loop_id);
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Append(" pc = (i%d_cnt < state.loop_consts[%d]) ? i%d_addr : pc;\n",
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cf.loop_id, cf.loop_id, cf.loop_id);
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return true;
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}
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@@ -1710,66 +1712,66 @@ bool GL4ShaderTranslator::TranslateVertexFetch(const instr_fetch_vtx_t* vtx,
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} fetch_types[0xff] = {
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#define TYPE(id) \
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{ #id }
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TYPE(FMT_1_REVERSE), // 0
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{0},
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TYPE(FMT_8), // 2
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{0},
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{0},
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{0},
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TYPE(FMT_8_8_8_8), // 6
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TYPE(FMT_2_10_10_10), // 7
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{0},
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{0},
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TYPE(FMT_8_8), // 10
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_16), // 24
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TYPE(FMT_16_16), // 25
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TYPE(FMT_16_16_16_16), // 26
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_32), // 33
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TYPE(FMT_32_32), // 34
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TYPE(FMT_32_32_32_32), // 35
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TYPE(FMT_32_FLOAT), // 36
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TYPE(FMT_32_32_FLOAT), // 37
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TYPE(FMT_32_32_32_32_FLOAT), // 38
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_32_32_32_FLOAT), // 57
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TYPE(FMT_1_REVERSE), // 0
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{0},
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TYPE(FMT_8), // 2
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{0},
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{0},
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{0},
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TYPE(FMT_8_8_8_8), // 6
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TYPE(FMT_2_10_10_10), // 7
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{0},
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{0},
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TYPE(FMT_8_8), // 10
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_16), // 24
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TYPE(FMT_16_16), // 25
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TYPE(FMT_16_16_16_16), // 26
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_32), // 33
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TYPE(FMT_32_32), // 34
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TYPE(FMT_32_32_32_32), // 35
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TYPE(FMT_32_FLOAT), // 36
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TYPE(FMT_32_32_FLOAT), // 37
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TYPE(FMT_32_32_32_32_FLOAT), // 38
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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{0},
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TYPE(FMT_32_32_32_FLOAT), // 57
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#undef TYPE
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};
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};
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// Disassemble.
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Append(" // %sFETCH:\t", sync ? "(S)" : " ");
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