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Each GCN instruction is re-encoded to its RDNA form and decoded by the existing RDNA decoder, so the PS4 path shares the recompiler. Covers the legacy VS stage (program at the VS slot, user SGPRs from s0, vertex and instance index in v0-v3), fetch shaders linked as user-data calls, MIMG (image_sample and friends), PS4 buffer descriptors (GCN DATA_FORMAT / NUM_FORMAT, 44-bit base) and T# image descriptors (GCN tiling in word 7). The GCN switch is keyed into the shader disk cache. PS5 behaviour is unchanged: every PS4-only rule is gated on GcnGuestShaders().