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				@@ -32,12 +32,13 @@ namespace Pica {
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				namespace CommandProcessor {
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				static int float_regs_counter = 0;
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				static int vs_float_regs_counter = 0;
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				static u32 vs_uniform_write_buffer[4];
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				static u32 uniform_write_buffer[4];
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				static int gs_float_regs_counter = 0;
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				static u32 gs_uniform_write_buffer[4];
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				static int default_attr_counter = 0;
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				static u32 default_attr_write_buffer[3];
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				// Expand a 4-bit mask to 4-byte mask, e.g. 0b0101 -> 0x00FF00FF
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				@@ -48,6 +49,97 @@ static const u32 expand_bits_to_bytes[] = {
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				MICROPROFILE_DEFINE(GPU_Drawing, "GPU", "Drawing", MP_RGB(50, 50, 240));
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				static const char* GetShaderSetupTypeName(Shader::ShaderSetup& setup) {
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				    if (&setup == &g_state.vs) {
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				        return "vertex shader";
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				    }
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				    if (&setup == &g_state.gs) {
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				        return "geometry shader";
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				    }
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				    return "unknown shader";
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				}
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				static void WriteUniformBoolReg(Shader::ShaderSetup& setup, u32 value) {
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				    for (unsigned i = 0; i < setup.uniforms.b.size(); ++i)
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				        setup.uniforms.b[i] = (value & (1 << i)) != 0;
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				}
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				static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
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				                               const Math::Vec4<u8>& values) {
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				    ASSERT(index < setup.uniforms.i.size());
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				    setup.uniforms.i[index] = values;
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				    LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x",
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				              GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
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				}
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				static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
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				                                 int& float_regs_counter, u32 uniform_write_buffer[4], u32 value) {
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				    auto& uniform_setup = config.uniform_setup;
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				    // TODO: Does actual hardware indeed keep an intermediate buffer or does
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				    //       it directly write the values?
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				    uniform_write_buffer[float_regs_counter++] = value;
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				    // Uniforms are written in a packed format such that four float24 values are encoded in
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				    // three 32-bit numbers. We write to internal memory once a full such vector is
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				    // written.
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				    if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
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				        (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
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				        float_regs_counter = 0;
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				        auto& uniform = setup.uniforms.f[uniform_setup.index];
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				        if (uniform_setup.index >= 96) {
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				            LOG_ERROR(HW_GPU, "Invalid %s float uniform index %d", GetShaderSetupTypeName(setup),
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				                      (int)uniform_setup.index);
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				        } else {
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				            // NOTE: The destination component order indeed is "backwards"
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				            if (uniform_setup.IsFloat32()) {
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				                for (auto i : {0, 1, 2, 3})
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				                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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				            } else {
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				                // TODO: Untested
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				                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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				                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
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				                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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				                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
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				                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
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				                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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				            }
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				            LOG_TRACE(HW_GPU, "Set %s float uniform %x to (%f %f %f %f)",
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				                      GetShaderSetupTypeName(setup), (int)uniform_setup.index,
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				                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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				                      uniform.w.ToFloat32());
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				            // TODO: Verify that this actually modifies the register!
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				            uniform_setup.index.Assign(uniform_setup.index + 1);
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				        }
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				    }
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				}
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				static void WriteProgramCode(ShaderRegs& config, Shader::ShaderSetup& setup,
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				                             unsigned max_program_code_length, u32 value) {
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				    if (config.program.offset >= max_program_code_length) {
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				        LOG_ERROR(HW_GPU, "Invalid %s program offset %d", GetShaderSetupTypeName(setup),
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				                  (int)config.program.offset);
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				    } else {
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				        setup.program_code[config.program.offset] = value;
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				        config.program.offset++;
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				    }
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				}
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				static void WriteSwizzlePatterns(ShaderRegs& config, Shader::ShaderSetup& setup, u32 value) {
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				    if (config.swizzle_patterns.offset >= setup.swizzle_data.size()) {
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				        LOG_ERROR(HW_GPU, "Invalid %s swizzle pattern offset %d", GetShaderSetupTypeName(setup),
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				                  (int)config.swizzle_patterns.offset);
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				    } else {
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				        setup.swizzle_data[config.swizzle_patterns.offset] = value;
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				        config.swizzle_patterns.offset++;
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				    }
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				}
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				static void WritePicaReg(u32 id, u32 value, u32 mask) {
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				    auto& regs = g_state.regs;
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				@@ -330,21 +422,70 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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				        break;
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				    }
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				    case PICA_REG_INDEX(vs.bool_uniforms):
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				        for (unsigned i = 0; i < 16; ++i)
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				            g_state.vs.uniforms.b[i] = (regs.vs.bool_uniforms.Value() & (1 << i)) != 0;
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				    case PICA_REG_INDEX(gs.bool_uniforms):
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				        WriteUniformBoolReg(g_state.gs, value);
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				        break;
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				    case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[0], 0x281):
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				    case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[1], 0x282):
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				    case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[2], 0x283):
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				    case PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[3], 0x284): {
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				        unsigned index = (id - PICA_REG_INDEX_WORKAROUND(gs.int_uniforms[0], 0x281));
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				        auto values = regs.gs.int_uniforms[index];
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				        WriteUniformIntReg(g_state.gs, index,
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				                           Math::Vec4<u8>(values.x, values.y, values.z, values.w));
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				        break;
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				    }
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[0], 0x291):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[1], 0x292):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[2], 0x293):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[3], 0x294):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[4], 0x295):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[5], 0x296):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[6], 0x297):
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				    case PICA_REG_INDEX_WORKAROUND(gs.uniform_setup.set_value[7], 0x298): {
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				        WriteUniformFloatReg(g_state.regs.gs, g_state.gs, gs_float_regs_counter,
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				                             gs_uniform_write_buffer, value);
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				        break;
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				    }
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[0], 0x29c):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[1], 0x29d):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[2], 0x29e):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[3], 0x29f):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[4], 0x2a0):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[5], 0x2a1):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[6], 0x2a2):
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				    case PICA_REG_INDEX_WORKAROUND(gs.program.set_word[7], 0x2a3): {
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				        WriteProgramCode(g_state.regs.gs, g_state.gs, 4096, value);
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				        break;
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				    }
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[0], 0x2a6):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[1], 0x2a7):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[2], 0x2a8):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[3], 0x2a9):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[4], 0x2aa):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[5], 0x2ab):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[6], 0x2ac):
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				    case PICA_REG_INDEX_WORKAROUND(gs.swizzle_patterns.set_word[7], 0x2ad): {
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				        WriteSwizzlePatterns(g_state.regs.gs, g_state.gs, value);
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				        break;
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				    }
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				    case PICA_REG_INDEX(vs.bool_uniforms):
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				        WriteUniformBoolReg(g_state.vs, value);
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				        break;
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				    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1):
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				    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[1], 0x2b2):
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				    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[2], 0x2b3):
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				    case PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[3], 0x2b4): {
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				        int index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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				        unsigned index = (id - PICA_REG_INDEX_WORKAROUND(vs.int_uniforms[0], 0x2b1));
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				        auto values = regs.vs.int_uniforms[index];
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				        g_state.vs.uniforms.i[index] = Math::Vec4<u8>(values.x, values.y, values.z, values.w);
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				        LOG_TRACE(HW_GPU, "Set integer uniform %d to %02x %02x %02x %02x", index, values.x.Value(),
 | 
			
		
		
	
		
			
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				                  values.y.Value(), values.z.Value(), values.w.Value());
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				        WriteUniformIntReg(g_state.vs, index,
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				                           Math::Vec4<u8>(values.x, values.y, values.z, values.w));
 | 
			
		
		
	
		
			
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				        break;
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				    }
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				@@ -356,51 +497,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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				    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[5], 0x2c6):
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				    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[6], 0x2c7):
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				    case PICA_REG_INDEX_WORKAROUND(vs.uniform_setup.set_value[7], 0x2c8): {
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				        auto& uniform_setup = regs.vs.uniform_setup;
 | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
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				        // TODO: Does actual hardware indeed keep an intermediate buffer or does
 | 
			
		
		
	
		
			
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			 | 
			
				        //       it directly write the values?
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				        uniform_write_buffer[float_regs_counter++] = value;
 | 
			
		
		
	
		
			
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			 | 
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 | 
			
		
		
	
		
			
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			 | 
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				        // Uniforms are written in a packed format such that four float24 values are encoded in
 | 
			
		
		
	
		
			
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			 | 
			 | 
			
				        // three 32-bit numbers. We write to internal memory once a full such vector is
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        // written.
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        if ((float_regs_counter >= 4 && uniform_setup.IsFloat32()) ||
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            (float_regs_counter >= 3 && !uniform_setup.IsFloat32())) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            float_regs_counter = 0;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            auto& uniform = g_state.vs.uniforms.f[uniform_setup.index];
 | 
			
		
		
	
		
			
				 | 
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			 | 
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 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            if (uniform_setup.index > 95) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                LOG_ERROR(HW_GPU, "Invalid VS uniform index %d", (int)uniform_setup.index);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // NOTE: The destination component order indeed is "backwards"
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            if (uniform_setup.IsFloat32()) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                for (auto i : {0, 1, 2, 3})
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                    uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            } else {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                // TODO: Untested
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                             ((uniform_write_buffer[1] >> 16) & 0xFFFF));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) |
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                                             ((uniform_write_buffer[2] >> 24) & 0xFF));
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                      uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                      uniform.w.ToFloat32());
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            // TODO: Verify that this actually modifies the register!
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				            uniform_setup.index.Assign(uniform_setup.index + 1);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        WriteUniformFloatReg(g_state.regs.vs, g_state.vs, vs_float_regs_counter,
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				                             vs_uniform_write_buffer, value);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // Load shader program code
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[0], 0x2cc):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[1], 0x2cd):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[2], 0x2ce):
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -409,12 +510,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[5], 0x2d1):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[6], 0x2d2):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.program.set_word[7], 0x2d3): {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        g_state.vs.program_code[regs.vs.program.offset] = value;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        regs.vs.program.offset++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        WriteProgramCode(g_state.regs.vs, g_state.vs, 512, value);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    // Load swizzle pattern data
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[0], 0x2d6):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[1], 0x2d7):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[2], 0x2d8):
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				@@ -423,8 +522,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[5], 0x2db):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[6], 0x2dc):
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    case PICA_REG_INDEX_WORKAROUND(vs.swizzle_patterns.set_word[7], 0x2dd): {
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        g_state.vs.swizzle_data[regs.vs.swizzle_patterns.offset] = value;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        regs.vs.swizzle_patterns.offset++;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        WriteSwizzlePatterns(g_state.regs.vs, g_state.vs, value);
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				        break;
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				    }
 | 
			
		
		
	
		
			
				 | 
				 | 
			
			 | 
			 | 
			
				
 | 
			
		
		
	
	
		
			
				
					
					| 
						
					 | 
				
			
			 | 
			 | 
			
				 
 |