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vertex_shader: Implement SLT/SLTI instructions.

This commit is contained in:
bunnei 2015-05-22 23:40:43 -04:00
parent 875bd29766
commit 4ac6c1a3b5

View file

@ -120,10 +120,6 @@ static void ProcessShaderCode(VertexShaderState& state) {
case OpCode::Type::Arithmetic:
{
bool is_inverted = 0 != (instr.opcode.Value().GetInfo().subtype & OpCode::Info::SrcInversed);
// TODO: We don't really support this properly: For instance, the address register
// offset needs to be applied to SRC2 instead, etc.
// For now, we just abort in this situation.
ASSERT_MSG(!is_inverted, "Bad condition...");
const int address_offset = (instr.common.address_register_index == 0)
? 0 : state.address_registers[instr.common.address_register_index - 1];
@ -288,6 +284,16 @@ static void ProcessShaderCode(VertexShaderState& state) {
break;
}
case OpCode::Id::SLT:
case OpCode::Id::SLTI:
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);
}
break;
case OpCode::Id::CMP:
for (int i = 0; i < 2; ++i) {
// TODO: Can you restrict to one compare via dest masking?