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	VideoCore/Shader: Use self instead of g_state.vs in ShaderSetup
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				@ -518,8 +518,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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    info.labels.insert({entry_point, "main"});
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					    info.labels.insert({entry_point, "main"});
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    // Generate debug information
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					    // Generate debug information
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    debug_data = Pica::g_state.vs.ProduceDebugInfo(input_vertex, num_attributes, shader_config,
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					    debug_data = shader_setup.ProduceDebugInfo(input_vertex, num_attributes, shader_config);
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                                                   shader_setup);
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    // Reload widget state
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					    // Reload widget state
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    for (int attr = 0; attr < num_attributes; ++attr) {
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					    for (int attr = 0; attr < num_attributes; ++attr) {
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@ -102,8 +102,8 @@ void ShaderSetup::Setup() {
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#ifdef ARCHITECTURE_x86_64
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					#ifdef ARCHITECTURE_x86_64
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    if (VideoCore::g_shader_jit_enabled) {
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					    if (VideoCore::g_shader_jit_enabled) {
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        u64 cache_key =
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					        u64 cache_key =
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            Common::ComputeHash64(&g_state.vs.program_code, sizeof(g_state.vs.program_code)) ^
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					            Common::ComputeHash64(&program_code, sizeof(program_code)) ^
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            Common::ComputeHash64(&g_state.vs.swizzle_data, sizeof(g_state.vs.swizzle_data));
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					            Common::ComputeHash64(&swizzle_data, sizeof(swizzle_data));
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        auto iter = shader_map.find(cache_key);
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					        auto iter = shader_map.find(cache_key);
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        if (iter != shader_map.end()) {
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					        if (iter != shader_map.end()) {
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@ -122,33 +122,31 @@ MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state) {
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					void ShaderSetup::Run(UnitState& state) {
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    auto& config = g_state.regs.vs;
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					    auto& config = g_state.regs.vs;
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    auto& setup = g_state.vs;
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    MICROPROFILE_SCOPE(GPU_Shader);
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					    MICROPROFILE_SCOPE(GPU_Shader);
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#ifdef ARCHITECTURE_x86_64
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					#ifdef ARCHITECTURE_x86_64
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    if (VideoCore::g_shader_jit_enabled) {
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					    if (VideoCore::g_shader_jit_enabled) {
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        jit_shader->Run(setup, state, config.main_offset);
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					        jit_shader->Run(*this, state, config.main_offset);
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    } else {
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					    } else {
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        DebugData<false> dummy_debug_data;
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					        DebugData<false> dummy_debug_data;
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        RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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					        RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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    }
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					    }
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#else
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					#else
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    DebugData<false> dummy_debug_data;
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					    DebugData<false> dummy_debug_data;
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    RunInterpreter(setup, state, dummy_debug_data, config.main_offset);
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					    RunInterpreter(*this, state, dummy_debug_data, config.main_offset);
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#endif // ARCHITECTURE_x86_64
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					#endif // ARCHITECTURE_x86_64
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}
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					}
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DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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					DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_attributes,
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                                              const Regs::ShaderConfig& config,
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					                                              const Regs::ShaderConfig& config) {
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                                              const ShaderSetup& setup) {
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    UnitState state;
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					    UnitState state;
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    DebugData<true> debug_data;
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					    DebugData<true> debug_data;
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    // Setup input register table
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					    // Setup input register table
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    boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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					    boost::fill(state.registers.input, Math::Vec4<float24>::AssignToAll(float24::Zero()));
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    state.LoadInputVertex(input, num_attributes);
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					    state.LoadInputVertex(input, num_attributes);
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    RunInterpreter(setup, state, debug_data, config.main_offset);
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					    RunInterpreter(*this, state, debug_data, config.main_offset);
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    return debug_data;
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					    return debug_data;
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}
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					}
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@ -198,11 +198,10 @@ struct ShaderSetup {
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     * @param input Input vertex into the shader
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					     * @param input Input vertex into the shader
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     * @param num_attributes The number of vertex shader attributes
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					     * @param num_attributes The number of vertex shader attributes
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     * @param config Configuration object for the shader pipeline
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					     * @param config Configuration object for the shader pipeline
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     * @param setup Setup object for the shader pipeline
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     * @return Debug information for this shader with regards to the given vertex
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					     * @return Debug information for this shader with regards to the given vertex
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     */
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					     */
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    DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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					    DebugData<true> ProduceDebugInfo(const InputVertex& input, int num_attributes,
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                                     const Regs::ShaderConfig& config, const ShaderSetup& setup);
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					                                     const Regs::ShaderConfig& config);
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};
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					};
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} // namespace Shader
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					} // namespace Shader
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