Merge pull request #1062 from aroulin/shader-rcp-rsq

Shader: RCP and RSQ computes only the 1st component
This commit is contained in:
bunnei 2015-08-23 17:56:35 -04:00
commit 986b526e83
4 changed files with 12 additions and 10 deletions

View file

@ -228,13 +228,12 @@ void RunInterpreter(UnitState<Debug>& state) {
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
float24 rcp_res = float24::FromFloat32(1.0f / src1[0].ToFloat32());
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
dest[i] = rcp_res;
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
@ -245,13 +244,12 @@ void RunInterpreter(UnitState<Debug>& state) {
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
float24 rsq_res = float24::FromFloat32(1.0f / std::sqrt(src1[0].ToFloat32()));
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
dest[i] = rsq_res;
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;