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	Pica/VertexShader: Implement the LOOP instruction.
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				@ -85,8 +85,11 @@ struct VertexShaderState {
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    };
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    struct CallStackElement {
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        u32 final_address;
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        u32 return_address;
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        u32 final_address;  // Address upon which we jump to return_address
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        u32 return_address; // Where to jump when leaving scope
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        u8 repeat_counter;  // How often to repeat until this call stack element is removed
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        u8 loop_increment;  // Which value to add to the loop counter after an iteration
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                            // TODO: Should this be a signed value? Does it even matter?
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    };
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    // TODO: Is there a maximal size for this?
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@ -105,9 +108,14 @@ static void ProcessShaderCode(VertexShaderState& state) {
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    while (true) {
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        if (!state.call_stack.empty()) {
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            if (state.program_counter - shader_memory.data() == state.call_stack.top().final_address) {
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                state.program_counter = &shader_memory[state.call_stack.top().return_address];
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                state.call_stack.pop();
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            auto& top = state.call_stack.top();
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            if (state.program_counter - shader_memory.data() == top.final_address) {
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                state.address_registers[2] += top.loop_increment;
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                if (top.repeat_counter-- == 0) {
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                    state.program_counter = &shader_memory[top.return_address];
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                    state.call_stack.pop();
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                }
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                // TODO: Is "trying again" accurate to hardware?
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                continue;
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@ -118,9 +126,10 @@ static void ProcessShaderCode(VertexShaderState& state) {
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        const Instruction& instr = *(const Instruction*)state.program_counter;
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        const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id];
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        auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) {
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        static auto call = [](VertexShaderState& state, u32 offset, u32 num_instructions,
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                              u32 return_offset, u8 repeat_count, u8 loop_increment) {
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            state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
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            state.call_stack.push({ offset + num_instructions, return_offset });
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            state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment });
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        };
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        u32 binary_offset = state.program_counter - shader_memory.data();
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@ -457,7 +466,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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                call(state,
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                     instr.flow_control.dest_offset,
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                     instr.flow_control.num_instructions,
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                     binary_offset + 1);
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                     binary_offset + 1, 0, 0);
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                break;
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            case Instruction::OpCode::CALLU:
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@ -465,7 +474,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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                    call(state,
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                        instr.flow_control.dest_offset,
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                        instr.flow_control.num_instructions,
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                        binary_offset + 1);
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                        binary_offset + 1, 0, 0);
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                }
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                break;
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@ -474,7 +483,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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                    call(state,
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                        instr.flow_control.dest_offset,
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                        instr.flow_control.num_instructions,
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                        binary_offset + 1);
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                        binary_offset + 1, 0, 0);
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                }
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                break;
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@ -486,12 +495,12 @@ static void ProcessShaderCode(VertexShaderState& state) {
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                    call(state,
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                         binary_offset + 1,
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                         instr.flow_control.dest_offset - binary_offset - 1,
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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                } else {
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                    call(state,
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                         instr.flow_control.dest_offset,
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                         instr.flow_control.num_instructions,
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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                }
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                break;
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@ -504,17 +513,30 @@ static void ProcessShaderCode(VertexShaderState& state) {
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                    call(state,
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                         binary_offset + 1,
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                         instr.flow_control.dest_offset - binary_offset - 1,
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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                } else {
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                    call(state,
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                         instr.flow_control.dest_offset,
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                         instr.flow_control.num_instructions,
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions);
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                         instr.flow_control.dest_offset + instr.flow_control.num_instructions, 0, 0);
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                }
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                break;
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            }
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            case Instruction::OpCode::LOOP:
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            {
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                state.address_registers[2] = shader_uniforms.i[instr.flow_control.int_uniform_id].y;
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                call(state,
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                     binary_offset + 1,
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                     instr.flow_control.dest_offset - binary_offset + 1,
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                     instr.flow_control.dest_offset + 1,
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                     shader_uniforms.i[instr.flow_control.int_uniform_id].x,
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                     shader_uniforms.i[instr.flow_control.int_uniform_id].z);
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                break;
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            }
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            default:
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                LOG_ERROR(HW_GPU, "Unhandled instruction: 0x%02x (%s): 0x%08x",
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                          (int)instr.opcode.Value(), instr.opcode.GetInfo().name, instr.hex);
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