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GPU: Assert that we get a 0 CODE_ADDRESS register in the 3D engine.
Shader address calculation depends on this value to some extent, we do not currently know what it being 0 entails.
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@ -19,6 +19,14 @@ void Maxwell3D::WriteReg(u32 method, u32 value) {
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#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
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#define MAXWELL3D_REG_INDEX(field_name) (offsetof(Regs, field_name) / sizeof(u32))
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switch (method) {
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switch (method) {
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case MAXWELL3D_REG_INDEX(code_address.code_address_high):
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case MAXWELL3D_REG_INDEX(code_address.code_address_low): {
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// Note: For some reason games (like Puyo Puyo Tetris) seem to write 0 to the CODE_ADDRESS
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// register, we do not currently know if that's intended or a bug, so we assert it lest
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// stuff breaks in other places (like the shader address calculation).
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ASSERT_MSG(regs.code_address.CodeAddress() == 0, "Unexpected CODE_ADDRESS register value.");
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break;
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}
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
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case MAXWELL3D_REG_INDEX(draw.vertex_end_gl): {
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DrawArrays();
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DrawArrays();
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break;
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break;
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