Shader: RCP and RSQ computes only the 1st component
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16f39aa452
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@ -221,13 +221,12 @@ void RunInterpreter(UnitState<Debug>& state) {
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{
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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float24 rcp_res = float24::FromFloat32(1.0f / src1[0].ToFloat32());
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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if (!swizzle.DestComponentEnabled(i))
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continue;
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continue;
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// TODO: Be stable against division by zero!
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dest[i] = rcp_res;
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
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}
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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break;
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@ -238,13 +237,12 @@ void RunInterpreter(UnitState<Debug>& state) {
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{
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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float24 rsq_res = float24::FromFloat32(1.0f / sqrt(src1[0].ToFloat32()));
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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if (!swizzle.DestComponentEnabled(i))
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continue;
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continue;
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// TODO: Be stable against division by zero!
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dest[i] = rsq_res;
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
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}
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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break;
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@ -496,9 +496,10 @@ void JitCompiler::Compile_MOV(Instruction instr) {
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void JitCompiler::Compile_RCP(Instruction instr) {
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void JitCompiler::Compile_RCP(Instruction instr) {
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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// TODO(bunnei): RCPPS is a pretty rough approximation, this might cause problems if Pica
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// TODO(bunnei): RCPSS is a pretty rough approximation, this might cause problems if Pica
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// performs this operation more accurately. This should be checked on hardware.
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// performs this operation more accurately. This should be checked on hardware.
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RCPPS(SRC1, R(SRC1));
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RCPSS(SRC1, R(SRC1));
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SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
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Compile_DestEnable(instr, SRC1);
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Compile_DestEnable(instr, SRC1);
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}
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}
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@ -506,9 +507,10 @@ void JitCompiler::Compile_RCP(Instruction instr) {
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void JitCompiler::Compile_RSQ(Instruction instr) {
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void JitCompiler::Compile_RSQ(Instruction instr) {
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
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// TODO(bunnei): RSQRTPS is a pretty rough approximation, this might cause problems if Pica
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// TODO(bunnei): RSQRTSS is a pretty rough approximation, this might cause problems if Pica
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// performs this operation more accurately. This should be checked on hardware.
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// performs this operation more accurately. This should be checked on hardware.
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RSQRTPS(SRC1, R(SRC1));
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RSQRTSS(SRC1, R(SRC1));
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SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
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Compile_DestEnable(instr, SRC1);
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Compile_DestEnable(instr, SRC1);
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}
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}
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