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The relative-addressed case in shader_register_normalise_arrayed_addressing() leaves the control point id in idx[0], while for constant register indices it is placed in idx[1]. The latter case could be fixed instead, but placing the control point count in the outer dimension is more logical.
The relative-addressed case in shader_register_normalise_arrayed_addressing() leaves the control point id in idx[0], while for constant register indices it is placed in idx[1]. The latter case could be fixed instead, but placing the control point count in the outer dimension is more logical.