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	VideoCore/Shader: Extract input vertex loading code into function
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				@ -149,7 +149,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                    if (g_debug_context)
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                        g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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                                                 static_cast<void*>(&immediate_input));
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                    g_state.vs.Run(shader_unit, immediate_input, regs.vs.num_input_attributes + 1);
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                    shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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                    g_state.vs.Run(shader_unit);
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                    Shader::OutputVertex output_vertex =
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                        shader_unit.output_registers.ToVertex(regs.vs);
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@ -283,7 +284,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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                if (g_debug_context)
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                    g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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                                             (void*)&input);
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                g_state.vs.Run(shader_unit, input, loader.GetNumTotalAttributes());
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                shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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                g_state.vs.Run(shader_unit);
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                // Retrieve vertex from register data
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                output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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@ -76,6 +76,17 @@ OutputVertex OutputRegisters::ToVertex(const Regs::ShaderConfig& config) const {
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    return ret;
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}
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void UnitState::LoadInputVertex(const InputVertex& input, int num_attributes) {
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    // Setup input register table
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    const auto& attribute_register_map = g_state.regs.vs.input_register_map;
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    for (int i = 0; i < num_attributes; i++)
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        registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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    conditional_code[0] = false;
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    conditional_code[1] = false;
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}
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#ifdef ARCHITECTURE_x86_64
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static std::unordered_map<u64, std::unique_ptr<JitShader>> shader_map;
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static const JitShader* jit_shader;
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@ -109,21 +120,12 @@ void ShaderSetup::Setup() {
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MICROPROFILE_DEFINE(GPU_Shader, "GPU", "Shader", MP_RGB(50, 50, 240));
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void ShaderSetup::Run(UnitState& state, const InputVertex& input, int num_attributes) {
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void ShaderSetup::Run(UnitState& state) {
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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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    // Setup input register table
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    const auto& attribute_register_map = config.input_register_map;
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    for (int i = 0; i < num_attributes; i++)
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        state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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    state.conditional_code[0] = false;
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    state.conditional_code[1] = false;
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#ifdef ARCHITECTURE_x86_64
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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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@ -145,13 +147,7 @@ DebugData<true> ShaderSetup::ProduceDebugInfo(const InputVertex& input, int num_
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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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    const auto& attribute_register_map = config.input_register_map;
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    for (int i = 0; i < num_attributes; i++)
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        state.registers.input[attribute_register_map.GetRegisterForAttribute(i)] = input.attr[i];
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    state.conditional_code[0] = false;
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    state.conditional_code[1] = false;
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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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    return debug_data;
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}
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@ -142,6 +142,14 @@ struct UnitState {
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            return 0;
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        }
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    }
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    /**
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     * Loads the unit state with an input vertex.
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     *
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     * @param input Input vertex into the shader
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     * @param num_attributes The number of vertex shader attributes to load
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     */
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    void LoadInputVertex(const InputVertex& input, int num_attributes);
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};
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/// Clears the shader cache
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@ -182,10 +190,8 @@ struct ShaderSetup {
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    /**
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     * Runs the currently setup shader
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     * @param state Shader unit state, must be setup per shader and per shader unit
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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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     */
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    void Run(UnitState& state, const InputVertex& input, int num_attributes);
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    void Run(UnitState& state);
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    /**
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     * Produce debug information based on the given shader and input vertex
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