mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-26 17:12:37 -06:00
Shader: implement SGE, SGEI in interpreter
This commit is contained in:
parent
a9fc659809
commit
863730f6a7
1 changed files with 14 additions and 0 deletions
|
@ -278,6 +278,20 @@ void RunInterpreter(UnitState<Debug>& state) {
|
|||
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::SLTI:
|
||||
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
|
||||
|
|
Loading…
Reference in a new issue