remove ugly msvc hack

the bug appears to be fixed so there's no reason to keep this around
This commit is contained in:
BreadFish64 2019-09-15 22:35:21 -05:00
parent a65f07301a
commit d0decf2166
3 changed files with 204 additions and 233 deletions

View file

@ -866,10 +866,10 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncClipEnabled();
break;
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[0], 0x48):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[1], 0x49):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[2], 0x4a):
case PICA_REG_INDEX_WORKAROUND(rasterizer.clip_coef[3], 0x4b):
case PICA_REG_INDEX(rasterizer.clip_coef[0]):
case PICA_REG_INDEX(rasterizer.clip_coef[1]):
case PICA_REG_INDEX(rasterizer.clip_coef[2]):
case PICA_REG_INDEX(rasterizer.clip_coef[3]):
SyncClipCoef();
break;
@ -906,14 +906,14 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(texturing.fog_color):
SyncFogColor();
break;
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[0], 0xe8):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[1], 0xe9):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[2], 0xea):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[3], 0xeb):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[4], 0xec):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[5], 0xed):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[6], 0xee):
case PICA_REG_INDEX_WORKAROUND(texturing.fog_lut_data[7], 0xef):
case PICA_REG_INDEX(texturing.fog_lut_data[0]):
case PICA_REG_INDEX(texturing.fog_lut_data[1]):
case PICA_REG_INDEX(texturing.fog_lut_data[2]):
case PICA_REG_INDEX(texturing.fog_lut_data[3]):
case PICA_REG_INDEX(texturing.fog_lut_data[4]):
case PICA_REG_INDEX(texturing.fog_lut_data[5]):
case PICA_REG_INDEX(texturing.fog_lut_data[6]):
case PICA_REG_INDEX(texturing.fog_lut_data[7]):
uniform_block_data.fog_lut_dirty = true;
break;
@ -931,14 +931,14 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncProcTexNoise();
break;
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[0], 0xb0):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[1], 0xb1):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[2], 0xb2):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[3], 0xb3):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[4], 0xb4):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[5], 0xb5):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[6], 0xb6):
case PICA_REG_INDEX_WORKAROUND(texturing.proctex_lut_data[7], 0xb7):
case PICA_REG_INDEX(texturing.proctex_lut_data[0]):
case PICA_REG_INDEX(texturing.proctex_lut_data[1]):
case PICA_REG_INDEX(texturing.proctex_lut_data[2]):
case PICA_REG_INDEX(texturing.proctex_lut_data[3]):
case PICA_REG_INDEX(texturing.proctex_lut_data[4]):
case PICA_REG_INDEX(texturing.proctex_lut_data[5]):
case PICA_REG_INDEX(texturing.proctex_lut_data[6]):
case PICA_REG_INDEX(texturing.proctex_lut_data[7]):
using Pica::TexturingRegs;
switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
case TexturingRegs::ProcTexLutTable::Noise:
@ -1085,255 +1085,255 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].specular_0):
SyncLightSpecular0(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].specular_0):
SyncLightSpecular0(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].specular_0):
SyncLightSpecular0(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].specular_0):
SyncLightSpecular0(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].specular_0):
SyncLightSpecular0(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].specular_0):
SyncLightSpecular0(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].specular_0):
SyncLightSpecular0(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].specular_0):
SyncLightSpecular0(7);
break;
// Fragment lighting specular 1 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].specular_1):
SyncLightSpecular1(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].specular_1):
SyncLightSpecular1(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].specular_1):
SyncLightSpecular1(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].specular_1):
SyncLightSpecular1(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].specular_1):
SyncLightSpecular1(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].specular_1):
SyncLightSpecular1(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].specular_1):
SyncLightSpecular1(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].specular_1):
SyncLightSpecular1(7);
break;
// Fragment lighting diffuse color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].diffuse):
SyncLightDiffuse(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].diffuse):
SyncLightDiffuse(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].diffuse):
SyncLightDiffuse(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].diffuse):
SyncLightDiffuse(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].diffuse):
SyncLightDiffuse(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].diffuse):
SyncLightDiffuse(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].diffuse):
SyncLightDiffuse(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].diffuse):
SyncLightDiffuse(7);
break;
// Fragment lighting ambient color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].ambient):
SyncLightAmbient(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].ambient):
SyncLightAmbient(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].ambient):
SyncLightAmbient(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].ambient):
SyncLightAmbient(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].ambient):
SyncLightAmbient(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].ambient):
SyncLightAmbient(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].ambient):
SyncLightAmbient(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].ambient):
SyncLightAmbient(7);
break;
// Fragment lighting position
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].x):
case PICA_REG_INDEX(lighting.light[0].z):
SyncLightPosition(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].x):
case PICA_REG_INDEX(lighting.light[1].z):
SyncLightPosition(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].x):
case PICA_REG_INDEX(lighting.light[2].z):
SyncLightPosition(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].x):
case PICA_REG_INDEX(lighting.light[3].z):
SyncLightPosition(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].x):
case PICA_REG_INDEX(lighting.light[4].z):
SyncLightPosition(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].x):
case PICA_REG_INDEX(lighting.light[5].z):
SyncLightPosition(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].x):
case PICA_REG_INDEX(lighting.light[6].z):
SyncLightPosition(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].x):
case PICA_REG_INDEX(lighting.light[7].z):
SyncLightPosition(7);
break;
// Fragment spot lighting direction
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_x, 0x146 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].spot_z, 0x147 + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].spot_x):
case PICA_REG_INDEX(lighting.light[0].spot_z):
SyncLightSpotDirection(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_x, 0x146 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].spot_z, 0x147 + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].spot_x):
case PICA_REG_INDEX(lighting.light[1].spot_z):
SyncLightSpotDirection(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_x, 0x146 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].spot_z, 0x147 + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].spot_x):
case PICA_REG_INDEX(lighting.light[2].spot_z):
SyncLightSpotDirection(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_x, 0x146 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].spot_z, 0x147 + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].spot_x):
case PICA_REG_INDEX(lighting.light[3].spot_z):
SyncLightSpotDirection(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_x, 0x146 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].spot_z, 0x147 + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].spot_x):
case PICA_REG_INDEX(lighting.light[4].spot_z):
SyncLightSpotDirection(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_x, 0x146 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].spot_z, 0x147 + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].spot_x):
case PICA_REG_INDEX(lighting.light[5].spot_z):
SyncLightSpotDirection(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_x, 0x146 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].spot_z, 0x147 + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].spot_x):
case PICA_REG_INDEX(lighting.light[6].spot_z):
SyncLightSpotDirection(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_x, 0x146 + 7 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].spot_z, 0x147 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].spot_x):
case PICA_REG_INDEX(lighting.light[7].spot_z):
SyncLightSpotDirection(7);
break;
// Fragment lighting light source config
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[0].config):
case PICA_REG_INDEX(lighting.light[1].config):
case PICA_REG_INDEX(lighting.light[2].config):
case PICA_REG_INDEX(lighting.light[3].config):
case PICA_REG_INDEX(lighting.light[4].config):
case PICA_REG_INDEX(lighting.light[5].config):
case PICA_REG_INDEX(lighting.light[6].config):
case PICA_REG_INDEX(lighting.light[7].config):
shader_dirty = true;
break;
// Fragment lighting distance attenuation bias
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].dist_atten_bias):
SyncLightDistanceAttenuationBias(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_bias, 0x014A + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].dist_atten_bias):
SyncLightDistanceAttenuationBias(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_bias, 0x014A + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].dist_atten_bias):
SyncLightDistanceAttenuationBias(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_bias, 0x014A + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].dist_atten_bias):
SyncLightDistanceAttenuationBias(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_bias, 0x014A + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].dist_atten_bias):
SyncLightDistanceAttenuationBias(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_bias, 0x014A + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].dist_atten_bias):
SyncLightDistanceAttenuationBias(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_bias, 0x014A + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].dist_atten_bias):
SyncLightDistanceAttenuationBias(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_bias, 0x014A + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].dist_atten_bias):
SyncLightDistanceAttenuationBias(7);
break;
// Fragment lighting distance attenuation scale
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_scale, 0x014B + 0 * 0x10):
case PICA_REG_INDEX(lighting.light[0].dist_atten_scale):
SyncLightDistanceAttenuationScale(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].dist_atten_scale, 0x014B + 1 * 0x10):
case PICA_REG_INDEX(lighting.light[1].dist_atten_scale):
SyncLightDistanceAttenuationScale(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].dist_atten_scale, 0x014B + 2 * 0x10):
case PICA_REG_INDEX(lighting.light[2].dist_atten_scale):
SyncLightDistanceAttenuationScale(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].dist_atten_scale, 0x014B + 3 * 0x10):
case PICA_REG_INDEX(lighting.light[3].dist_atten_scale):
SyncLightDistanceAttenuationScale(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].dist_atten_scale, 0x014B + 4 * 0x10):
case PICA_REG_INDEX(lighting.light[4].dist_atten_scale):
SyncLightDistanceAttenuationScale(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].dist_atten_scale, 0x014B + 5 * 0x10):
case PICA_REG_INDEX(lighting.light[5].dist_atten_scale):
SyncLightDistanceAttenuationScale(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].dist_atten_scale, 0x014B + 6 * 0x10):
case PICA_REG_INDEX(lighting.light[6].dist_atten_scale):
SyncLightDistanceAttenuationScale(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].dist_atten_scale, 0x014B + 7 * 0x10):
case PICA_REG_INDEX(lighting.light[7].dist_atten_scale):
SyncLightDistanceAttenuationScale(7);
break;
// Fragment lighting global ambient color (emission + ambient * ambient)
case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
case PICA_REG_INDEX(lighting.global_ambient):
SyncGlobalAmbient();
break;
// Fragment lighting lookup tables
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf): {
case PICA_REG_INDEX(lighting.lut_data[0]):
case PICA_REG_INDEX(lighting.lut_data[1]):
case PICA_REG_INDEX(lighting.lut_data[2]):
case PICA_REG_INDEX(lighting.lut_data[3]):
case PICA_REG_INDEX(lighting.lut_data[4]):
case PICA_REG_INDEX(lighting.lut_data[5]):
case PICA_REG_INDEX(lighting.lut_data[6]):
case PICA_REG_INDEX(lighting.lut_data[7]): {
auto& lut_config = regs.lighting.lut_config;
uniform_block_data.lighting_lut_dirty[lut_config.type] = true;
uniform_block_data.lighting_lut_dirty_any = true;