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shader_bytecode: Add AL2P decoding
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@ -499,6 +499,11 @@ enum class SystemVariable : u64 {
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CircularQueueEntryAddressHigh = 0x63,
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};
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enum class PhysicalAttributeDirection : u64 {
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Input = 0,
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Output = 1,
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};
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union Instruction {
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Instruction& operator=(const Instruction& instr) {
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value = instr.value;
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@ -811,6 +816,12 @@ union Instruction {
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BitField<20, 24, s64> immediate_offset;
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} stg;
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union {
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BitField<32, 1, PhysicalAttributeDirection> direction;
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BitField<47, 3, AttributeSize> size;
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BitField<20, 11, u64> address;
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} al2p;
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union {
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BitField<0, 3, u64> pred0;
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BitField<3, 3, u64> pred3;
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@ -1374,8 +1385,9 @@ public:
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ST_A,
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ST_L,
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ST_S,
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LDG, // Load from global memory
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STG, // Store in global memory
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LDG, // Load from global memory
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STG, // Store in global memory
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AL2P, // Transforms attribute memory into physical memory
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TEX,
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TEX_B, // Texture Load Bindless
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TXQ, // Texture Query
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@ -1646,6 +1658,7 @@ private:
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INST("1110111101010---", Id::ST_L, Type::Memory, "ST_L"),
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INST("1110111011010---", Id::LDG, Type::Memory, "LDG"),
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INST("1110111011011---", Id::STG, Type::Memory, "STG"),
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INST("1110111110100---", Id::AL2P, Type::Memory, "AL2P"),
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INST("110000----111---", Id::TEX, Type::Texture, "TEX"),
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INST("1101111010111---", Id::TEX_B, Type::Texture, "TEX_B"),
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INST("1101111101001---", Id::TXQ, Type::Texture, "TXQ"),
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