[iterate-3O] Real-render slice: replay guest geometry in --ui (Route A)
Replace the synthetic placeholder triangle in the --ui window with the
splash's REAL guest geometry, proving the faithful-render pipe end to end.
Architecture: Route A (UI-side replay). A per-draw capture channel carries
each PM4_DRAW_INDX*'s real state to the UI, which replays it through the
existing wgpu Xenos pipeline. The deterministic headless core is untouched:
capture is gated on an Option<Vec<DrawCapture>> that is None in headless
mode and only enabled on the --ui path, so the --gpu-inline n50m golden is
byte-identical (verified 2x).
The hard part was sourcing real vertices. The WGSL VS already does
format-aware vertex fetch from the b4 storage buffer at the address from the
fetch constant -- but b4 was never populated and the fetch address is an
absolute guest dword address. The slice:
* xenia-gpu/draw_capture.rs: parse the active VS, find its first vertex
fetch, read that fetch constant, copy a bounded window of guest memory
at the fetch base. Best-effort: has_real_vertices=false falls back to
procedural geometry (never fabricated pixels).
* gpu_system.rs: accumulate one DrawCapture per draw into frame_captures.
* exports.rs (vd_swap): drain + publish the frame's captures to the UI.
* ui_bridge/bridge.rs: new publish_geometry channel + UiHandles.geometry.
* WGSL (interp + translator): rebase the absolute fetch address by a new
DrawConstants.vertex_base_dwords so it indexes the uploaded window.
* render.rs: dispatch_xenos_captures uploads each draw's real vertex
window + matching shader, issues real DrawRequests (real prim type,
host vertex count, vs/ps keys).
* app.rs: prefer the real-capture replay; HUD adds real-geo=N counter.
Verified in --ui on Sylpheed: "first Xenos capture batch replayed (real
geometry) captures=24 real_vertex_draws=24" -- all draws resolved a real
guest vertex window; WGSL compiles; no validation errors over 1616 swaps.
Still synthetic-free but not yet pixel-perfect: textures/UVs, DMA index
buffers (auto-index only for now), and kCopy resolve routing are staged
for follow-ups. Faithful: real vertex data, prim types, shaders, constants.
cargo test --workspace green; n50m golden unchanged (2x byte-identical).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
175
crates/xenia-gpu/src/draw_capture.rs
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175
crates/xenia-gpu/src/draw_capture.rs
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//! Per-draw geometry capture for the host UI's faithful-render path.
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//!
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//! The deterministic headless core (`check --gpu-inline`) never touches this
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//! module — it is populated only when a UI bridge is installed and consumed
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//! only by `crates/xenia-ui`. The goal is to hand the UI the *real* guest
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//! geometry behind each `PM4_DRAW_INDX*` packet so it can rasterize the
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//! actual splash vertices instead of synthetic placeholder shapes.
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//!
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//! What the WGSL pipeline needs to reconstruct one draw (see
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//! `shaders/xenos_interp.wgsl` `vs_main` / `interpret_vertex_fetch`):
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//! * the active VS/PS blob keys (already published as assets),
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//! * the primitive type + the host vertex count to issue,
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//! * the raw guest vertex-buffer bytes for the fetched window, and
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//! * the *dword base* of that window so the shader can rebase the absolute
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//! fetch-constant address into the uploaded buffer.
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//!
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//! The hard part is sourcing the vertex window: the VS reads a vertex-fetch
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//! constant (`xe_gpu_vertex_fetch_t`) whose dword-0 carries the absolute
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//! guest dword address. We parse the active VS, find its first vertex fetch,
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//! read that fetch constant out of the register file, then copy a bounded
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//! window of guest memory starting at the fetch base.
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use xenia_memory::access::MemoryAccess;
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use crate::draw_state::{IndexSize, IndexSource, PrimitiveType};
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use crate::register_file::RegisterFile;
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/// Texture-fetch / vertex-fetch constant region base, in register indices.
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/// Each fetch constant is 6 dwords (`xe_gpu_*_fetch_t`).
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const CONST_BASE_FETCH: u32 = 0x4800;
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/// Upper bound (in dwords) on the vertex window we copy per draw. The splash
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/// UI draws are tiny (3–4 verts × ≤4 dwords); 64 KiB of dwords is generous
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/// slack while bounding the per-frame copy cost and the 16 MiB host buffer.
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const MAX_WINDOW_DWORDS: u32 = 16 * 1024;
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/// One captured draw, with enough real state for the UI to replay it through
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/// the existing wgpu Xenos pipeline.
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#[derive(Clone, Debug)]
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pub struct DrawCapture {
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/// Monotonic global draw index (matches `GpuStats::draws_seen` at capture).
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pub draw_index: u32,
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/// Xenos primitive-type code (see `SwapInfo::last_draw_prim` encoding).
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pub prim_code: u32,
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/// Host vertex count to issue (post primitive-processor rewrite).
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pub host_vertex_count: u32,
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/// Active VS blob key at draw time (0 = none).
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pub vs_key: u32,
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/// Active PS blob key at draw time (0 = none).
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pub ps_key: u32,
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/// Raw guest dwords of the fetched vertex window (host-endian as stored in
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/// guest memory — the WGSL applies the per-format endian swap). `addr 0`
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/// of this buffer corresponds to guest dword `window_base_dwords`.
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pub vertex_dwords: Vec<u32>,
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/// Guest dword address that maps to index 0 of `vertex_dwords`. The shader
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/// subtracts this from the fetch-constant base to index `vertex_dwords`.
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pub window_base_dwords: u32,
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/// `true` when we successfully resolved a real vertex window. When `false`
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/// the UI falls back to its procedural geometry for this draw (honest:
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/// nothing faked, just "couldn't source real vertices").
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pub has_real_vertices: bool,
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}
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/// Encode a [`PrimitiveType`] as the raw Xenos code used across the bridge.
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pub fn prim_code(p: PrimitiveType) -> u32 {
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match p {
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PrimitiveType::None => 0,
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PrimitiveType::PointList => 1,
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PrimitiveType::LineList => 2,
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PrimitiveType::LineStrip => 3,
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PrimitiveType::TriangleList => 4,
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PrimitiveType::TriangleFan => 5,
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PrimitiveType::TriangleStrip => 6,
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PrimitiveType::RectangleList => 8,
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PrimitiveType::QuadList => 13,
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PrimitiveType::Unknown(x) => x as u32,
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}
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}
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/// Resolve the first vertex-fetch window referenced by the parsed VS.
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///
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/// Walks the VS instruction stream for the first `vfetch` (mini) instruction,
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/// reads its fetch constant from `rf`, and copies a bounded window of guest
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/// memory starting at the fetch base. Returns `(dwords, window_base_dwords)`
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/// or `None` if the VS has no vertex fetch or the constant is malformed.
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fn resolve_vertex_window(
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parsed_vs: &crate::ucode::ParsedShader,
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rf: &RegisterFile,
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mem: &dyn MemoryAccess,
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) -> Option<(Vec<u32>, u32)> {
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// The instruction block is 3 dwords per ALU/fetch triple. We don't have
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// per-triple kind flags here, so we scan every triple and accept the
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// first one that decodes as a *vertex* fetch with a plausible constant.
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let instrs = &parsed_vs.instructions;
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let mut fetch_const: Option<u8> = None;
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let mut t = 0usize;
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while t + 2 < instrs.len() {
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let w0 = instrs[t];
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let w1 = instrs[t + 1];
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let w2 = instrs[t + 2];
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if let crate::ucode::fetch::FetchInstruction::Vertex(vf) =
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crate::ucode::fetch::decode_fetch([w0, w1, w2])
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{
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// Validate the referenced fetch constant is a real vertex fetch
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// (type==3, kVertex) before trusting it.
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let fc = vf.fetch_const as u32;
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let dword0 = rf.read(CONST_BASE_FETCH + fc * 6);
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if dword0 & 0x3 == 3 {
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fetch_const = Some(vf.fetch_const);
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break;
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}
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}
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t += 3;
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}
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let fc = fetch_const? as u32;
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let dword0 = rf.read(CONST_BASE_FETCH + fc * 6);
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let dword1 = rf.read(CONST_BASE_FETCH + fc * 6 + 1);
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// address:30 at bits[31:2] of dword0 (in bytes once masked).
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let base_bytes = dword0 & 0xFFFF_FFFC;
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if base_bytes == 0 {
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return None;
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}
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// size:24 at bits[25:2] of dword1, in dwords. Clamp to our window cap.
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let size_dwords = ((dword1 >> 2) & 0x00FF_FFFF).clamp(1, MAX_WINDOW_DWORDS);
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let window_base_dwords = base_bytes >> 2;
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let mut dwords = Vec::with_capacity(size_dwords as usize);
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for i in 0..size_dwords {
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let addr = base_bytes.wrapping_add(i * 4);
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if addr < base_bytes {
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break; // wrap guard
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}
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// `read_u32` composes big-endian bytes into the u32 value; the WGSL's
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// `gpu_swap` expects the *raw little-endian dword* as it sits in guest
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// memory, so undo the BE composition with `swap_bytes`.
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dwords.push(mem.read_u32(addr).swap_bytes());
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}
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if dwords.is_empty() {
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return None;
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}
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Some((dwords, window_base_dwords))
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}
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/// Build a [`DrawCapture`] for one draw. Best-effort: when the vertex window
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/// can't be resolved, `has_real_vertices` is `false` and the UI falls back to
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/// procedural geometry (never fabricated pixels).
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#[allow(clippy::too_many_arguments)]
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pub fn build(
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draw_index: u32,
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primitive: PrimitiveType,
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host_vertex_count: u32,
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_index_source: IndexSource,
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_index_size: IndexSize,
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vs_key: u32,
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ps_key: u32,
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parsed_vs: Option<&crate::ucode::ParsedShader>,
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rf: &RegisterFile,
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mem: &dyn MemoryAccess,
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) -> DrawCapture {
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let (vertex_dwords, window_base_dwords, has_real) = match parsed_vs
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.and_then(|vs| resolve_vertex_window(vs, rf, mem))
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{
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Some((d, base)) => (d, base, true),
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None => (Vec::new(), 0, false),
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};
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DrawCapture {
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draw_index,
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prim_code: prim_code(primitive),
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host_vertex_count,
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vs_key,
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ps_key,
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vertex_dwords,
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window_base_dwords,
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has_real_vertices: has_real,
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}
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}
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