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@@ -8,8 +8,6 @@
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#include <cstddef>
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#include <cstddef>
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#include <memory>
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#include <memory>
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#include <type_traits>
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#include <type_traits>
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-#include <vector>
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-#include <boost/container/static_vector.hpp>
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#include <nihstro/shader_bytecode.h>
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#include <nihstro/shader_bytecode.h>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_funcs.h"
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#include "common/common_funcs.h"
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@@ -17,6 +15,7 @@
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#include "common/vector_math.h"
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#include "common/vector_math.h"
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#include "video_core/pica.h"
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#include "video_core/pica.h"
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#include "video_core/pica_types.h"
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#include "video_core/pica_types.h"
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+#include "video_core/shader/debug_data.h"
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using nihstro::RegisterType;
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using nihstro::RegisterType;
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using nihstro::SourceRegister;
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using nihstro::SourceRegister;
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@@ -89,176 +88,6 @@ struct OutputRegisters {
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};
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};
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static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
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static_assert(std::is_pod<OutputRegisters>::value, "Structure is not POD");
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-// Helper structure used to keep track of data useful for inspection of shader emulation
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-template <bool full_debugging>
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-struct DebugData;
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-
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-template <>
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-struct DebugData<false> {
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- // TODO: Hide these behind and interface and move them to DebugData<true>
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- u32 max_offset; // maximum program counter ever reached
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- u32 max_opdesc_id; // maximum swizzle pattern index ever used
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-};
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-
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-template <>
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-struct DebugData<true> {
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- // Records store the input and output operands of a particular instruction.
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- struct Record {
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- enum Type {
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- // Floating point arithmetic operands
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- SRC1 = 0x1,
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- SRC2 = 0x2,
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- SRC3 = 0x4,
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-
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- // Initial and final output operand value
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- DEST_IN = 0x8,
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- DEST_OUT = 0x10,
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-
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- // Current and next instruction offset (in words)
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- CUR_INSTR = 0x20,
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- NEXT_INSTR = 0x40,
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-
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- // Output address register value
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- ADDR_REG_OUT = 0x80,
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-
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- // Result of a comparison instruction
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- CMP_RESULT = 0x100,
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-
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- // Input values for conditional flow control instructions
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- COND_BOOL_IN = 0x200,
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- COND_CMP_IN = 0x400,
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-
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- // Input values for a loop
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- LOOP_INT_IN = 0x800,
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- };
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-
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- Math::Vec4<float24> src1;
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- Math::Vec4<float24> src2;
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- Math::Vec4<float24> src3;
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-
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- Math::Vec4<float24> dest_in;
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- Math::Vec4<float24> dest_out;
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-
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- s32 address_registers[2];
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- bool conditional_code[2];
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- bool cond_bool;
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- bool cond_cmp[2];
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- Math::Vec4<u8> loop_int;
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-
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- u32 instruction_offset;
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- u32 next_instruction;
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-
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- // set of enabled fields (as a combination of Type flags)
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- unsigned mask = 0;
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- };
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-
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- u32 max_offset; // maximum program counter ever reached
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- u32 max_opdesc_id; // maximum swizzle pattern index ever used
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-
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- // List of records for each executed shader instruction
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- std::vector<DebugData<true>::Record> records;
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-};
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-
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-// Type alias for better readability
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-using DebugDataRecord = DebugData<true>::Record;
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-
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-// Helper function to set a DebugData<true>::Record field based on the template enum parameter.
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-template <DebugDataRecord::Type type, typename ValueType>
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-inline void SetField(DebugDataRecord& record, ValueType value);
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-
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-template <>
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-inline void SetField<DebugDataRecord::SRC1>(DebugDataRecord& record, float24* value) {
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- record.src1.x = value[0];
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- record.src1.y = value[1];
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- record.src1.z = value[2];
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- record.src1.w = value[3];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::SRC2>(DebugDataRecord& record, float24* value) {
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- record.src2.x = value[0];
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- record.src2.y = value[1];
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- record.src2.z = value[2];
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- record.src2.w = value[3];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::SRC3>(DebugDataRecord& record, float24* value) {
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- record.src3.x = value[0];
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- record.src3.y = value[1];
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- record.src3.z = value[2];
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- record.src3.w = value[3];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::DEST_IN>(DebugDataRecord& record, float24* value) {
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- record.dest_in.x = value[0];
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- record.dest_in.y = value[1];
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- record.dest_in.z = value[2];
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- record.dest_in.w = value[3];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::DEST_OUT>(DebugDataRecord& record, float24* value) {
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- record.dest_out.x = value[0];
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- record.dest_out.y = value[1];
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- record.dest_out.z = value[2];
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- record.dest_out.w = value[3];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::ADDR_REG_OUT>(DebugDataRecord& record, s32* value) {
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- record.address_registers[0] = value[0];
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- record.address_registers[1] = value[1];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::CMP_RESULT>(DebugDataRecord& record, bool* value) {
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- record.conditional_code[0] = value[0];
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- record.conditional_code[1] = value[1];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::COND_BOOL_IN>(DebugDataRecord& record, bool value) {
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- record.cond_bool = value;
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::COND_CMP_IN>(DebugDataRecord& record, bool* value) {
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- record.cond_cmp[0] = value[0];
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- record.cond_cmp[1] = value[1];
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::LOOP_INT_IN>(DebugDataRecord& record, Math::Vec4<u8> value) {
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- record.loop_int = value;
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::CUR_INSTR>(DebugDataRecord& record, u32 value) {
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- record.instruction_offset = value;
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-}
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-
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-template <>
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-inline void SetField<DebugDataRecord::NEXT_INSTR>(DebugDataRecord& record, u32 value) {
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- record.next_instruction = value;
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-}
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-
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-// Helper function to set debug information on the current shader iteration.
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-template <DebugDataRecord::Type type, typename ValueType>
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-inline void Record(DebugData<false>& debug_data, u32 offset, ValueType value) {
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- // Debugging disabled => nothing to do
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-}
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-
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-template <DebugDataRecord::Type type, typename ValueType>
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-inline void Record(DebugData<true>& debug_data, u32 offset, ValueType value) {
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- if (offset >= debug_data.records.size())
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- debug_data.records.resize(offset + 1);
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-
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- SetField<type, ValueType>(debug_data.records[offset], value);
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- debug_data.records[offset].mask |= type;
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-}
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-
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/**
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/**
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* This structure contains the state information that needs to be unique for a shader unit. The 3DS
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* This structure contains the state information that needs to be unique for a shader unit. The 3DS
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* has four shader units that process shaders in parallel. At the present, Citra only implements a
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* has four shader units that process shaders in parallel. At the present, Citra only implements a
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