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[gamecode] Decode the swizzle operand
-yx00 is much easier to interpret than some "random" number.
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2 changed files with 24 additions and 1 deletions
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@ -511,7 +511,7 @@ swizzle_formats = {
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"opcode": "OP_SWIZZLE_{swiz_type[t]}",
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"mnemonic": "swizzle.{swiz_type[t]}",
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"opname": "swizzle",
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"format": "%Ga %sb %gc",
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"format": "%Ga.%Sb %gc",
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"widths": "4, 0, 4",
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"types": "{swizzle_types[t]}",
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"args": {
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@ -1182,6 +1182,26 @@ global_string (pr_debug_data_t *data, pr_ptr_t offset, qfot_type_t *type,
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return dstr->str;
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}
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static const char *
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swizzle_string (pr_debug_data_t *data, pr_uint_t swiz)
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{
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progs_t *pr = data->pr;
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prdeb_resources_t *res = pr->pr_debug_resources;
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static char swizzle_components[] = "xyzw";
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const char *swizzle = "";
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for (int i = 0; i < 4; i++) {
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if (swiz & (0x1000 << i)) {
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swizzle = va (res->va, "%s0", swizzle);
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} else {
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swizzle = va (res->va, "%s%s%c", swizzle,
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swiz & (0x100 << i) ? "-" : "",
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swizzle_components[(swiz >> 2 * i) & 3]);
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}
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}
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return swizzle;
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}
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const char *
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PR_Debug_ValueString (progs_t *pr, pr_ptr_t offset, qfot_type_t *type,
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dstring_t *dstr)
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@ -1806,6 +1826,9 @@ PR_PrintStatement (progs_t *pr, dstatement_t *s, int contents)
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case 's':
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str = dsprintf (res->dva, "%d", (short) opval);
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break;
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case 'S':
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str = swizzle_string (&data, opval);
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break;
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case 'O':
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str = dsprintf (res->dva, "%04x",
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addr + (short) opval);
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