TODO on RETAIN_PREV.
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@ -289,6 +289,7 @@ int D3D11ShaderTranslator::TranslatePixelShader(
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" float4 r%d = c[%d];\n", n, n + 256);
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}
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append(" float4 t;\n");
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append(" float s;\n"); // scalar result (used for RETAIN_PREV)
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// Bring registers local.
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if (alloc_counts.params) {
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@ -1027,6 +1028,11 @@ int D3D11ShaderTranslator::TranslateALU_SUB_CONST_1(const instr_alu_t& alu) {
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return TranslateALU_SUB_CONST_0(alu);
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}
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int D3D11ShaderTranslator::TranslateALU_RETAIN_PREV(const instr_alu_t& alu) {
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// TODO(benvanik): pull out prev value in s.
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return 1;
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}
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namespace {
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typedef int (D3D11ShaderTranslator::*TranslateFn)(const instr_alu_t& alu);
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@ -105,6 +105,7 @@ private:
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int TranslateALU_ADD_CONST_1(const xenos::instr_alu_t& alu);
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int TranslateALU_SUB_CONST_0(const xenos::instr_alu_t& alu);
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int TranslateALU_SUB_CONST_1(const xenos::instr_alu_t& alu);
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int TranslateALU_RETAIN_PREV(const xenos::instr_alu_t& alu);
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void PrintDestFecth(uint32_t dst_reg, uint32_t dst_swiz);
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void AppendFetchDest(uint32_t dst_reg, uint32_t dst_swiz);
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