Shader: implement SGE, SGEI in interpreter

This commit is contained in:
aroulin 2015-08-19 13:57:01 +02:00
parent a9fc659809
commit 863730f6a7
1 changed files with 14 additions and 0 deletions

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@ -278,6 +278,20 @@ void RunInterpreter(UnitState<Debug>& state) {
break; break;
} }
case OpCode::Id::SGE:
case OpCode::Id::SGEI:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))
continue;
dest[i] = (src1[i] >= src2[i]) ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
}
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break;
case OpCode::Id::SLT: case OpCode::Id::SLT:
case OpCode::Id::SLTI: case OpCode::Id::SLTI:
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);