Remove shader-related hallucinations
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@@ -220,13 +220,9 @@ class PICAShader {
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public:
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static constexpr size_t maxInstructionCount = 4096;
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std::array<u32, maxInstructionCount> loadedShader; // Currently loaded & active shader
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std::array<u32, maxInstructionCount> bufferedShader; // Shader to be transferred when the SH_CODETRANSFER_END reg gets written to
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PICAShader(ShaderType type) : type(type) {}
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// Theese functions are in the header to be inlined more easily, though with LTO I hope I'll be able to move them
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void finalize() { std::memcpy(&loadedShader[0], &bufferedShader[0], 4096 * sizeof(u32)); }
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void setBufferIndex(u32 index) { bufferIndex = index & 0xfff; }
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void setOpDescriptorIndex(u32 index) { opDescriptorIndex = index & 0x7f; }
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@@ -235,7 +231,7 @@ class PICAShader {
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Helpers::panic("o no, shader upload overflew");
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}
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bufferedShader[bufferIndex++] = word;
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loadedShader[bufferIndex++] = word;
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bufferIndex &= 0xfff;
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codeHashDirty = true; // Signal the JIT if necessary that the program hash has potentially changed
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@@ -329,9 +329,11 @@ void GPU::writeInternalReg(u32 index, u32 value, u32 mask) {
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break;
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}
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/* TODO: Find out if this actually does anything
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case VertexShaderTransferEnd:
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if (value != 0) shaderUnit.vs.finalize();
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break;
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*/
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case VertexShaderTransferIndex: shaderUnit.vs.setBufferIndex(value); break;
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@@ -9,7 +9,6 @@ void ShaderUnit::reset() {
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void PICAShader::reset() {
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loadedShader.fill(0);
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bufferedShader.fill(0);
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operandDescriptors.fill(0);
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boolUniform = 0;
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