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GPU: Implement macro 0xE1A BindTextureInfoBuffer in HLE.
This macro simply sets the current CB_ADDRESS to the texture buffer address for the input shader stage.
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@ -178,7 +178,14 @@ public:
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}
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} ssbo_info;
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INSERT_PADDING_WORDS(0x11D);
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INSERT_PADDING_WORDS(0x11);
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struct {
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u32 address[MaxShaderStage];
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u32 size[MaxShaderStage];
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} tex_info_buffers;
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INSERT_PADDING_WORDS(0x102);
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};
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std::array<u32, NUM_REGS> reg_array;
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};
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@ -240,6 +247,7 @@ private:
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void DrawArrays();
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/// Method call handlers
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void BindTextureInfoBuffer(const std::vector<u32>& parameters);
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void SetShader(const std::vector<u32>& parameters);
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void BindStorageBuffer(const std::vector<u32>& parameters);
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@ -266,6 +274,8 @@ ASSERT_REG_POSITION(const_buffer, 0x8E0);
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ASSERT_REG_POSITION(cb_bind[0], 0x904);
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ASSERT_REG_POSITION(tex_cb_index, 0x982);
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ASSERT_REG_POSITION(ssbo_info, 0xD18);
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ASSERT_REG_POSITION(tex_info_buffers.address[0], 0xD2A);
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ASSERT_REG_POSITION(tex_info_buffers.size[0], 0xD2F);
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#undef ASSERT_REG_POSITION
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