Shader: RCP and RSQ computes only the 1st component

This commit is contained in:
aroulin 2015-08-23 15:13:36 +02:00
parent 16f39aa452
commit fa552f11ef
2 changed files with 10 additions and 10 deletions

View File

@ -221,13 +221,12 @@ void RunInterpreter(UnitState<Debug>& state) {
{ {
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest); 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) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
// TODO: Be stable against division by zero! dest[i] = rcp_res;
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
} }
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest); Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break; break;
@ -238,13 +237,12 @@ void RunInterpreter(UnitState<Debug>& state) {
{ {
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest); Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
float24 rsq_res = float24::FromFloat32(1.0f / sqrt(src1[0].ToFloat32()));
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i)) if (!swizzle.DestComponentEnabled(i))
continue; continue;
// TODO: Be stable against division by zero! dest[i] = rsq_res;
// TODO: I think this might be wrong... we should only use one component here
dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
} }
Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest); Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
break; break;

View File

@ -496,9 +496,10 @@ void JitCompiler::Compile_MOV(Instruction instr) {
void JitCompiler::Compile_RCP(Instruction instr) { void JitCompiler::Compile_RCP(Instruction instr) {
Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1); Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
// TODO(bunnei): RCPPS is a pretty rough approximation, this might cause problems if Pica // TODO(bunnei): RCPSS is a pretty rough approximation, this might cause problems if Pica
// performs this operation more accurately. This should be checked on hardware. // performs this operation more accurately. This should be checked on hardware.
RCPPS(SRC1, R(SRC1)); RCPSS(SRC1, R(SRC1));
SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
Compile_DestEnable(instr, SRC1); Compile_DestEnable(instr, SRC1);
} }
@ -506,9 +507,10 @@ void JitCompiler::Compile_RCP(Instruction instr) {
void JitCompiler::Compile_RSQ(Instruction instr) { void JitCompiler::Compile_RSQ(Instruction instr) {
Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1); Compile_SwizzleSrc(instr, 1, instr.common.src1, SRC1);
// TODO(bunnei): RSQRTPS is a pretty rough approximation, this might cause problems if Pica // TODO(bunnei): RSQRTSS is a pretty rough approximation, this might cause problems if Pica
// performs this operation more accurately. This should be checked on hardware. // performs this operation more accurately. This should be checked on hardware.
RSQRTPS(SRC1, R(SRC1)); RSQRTSS(SRC1, R(SRC1));
SHUFPS(SRC1, R(SRC1), _MM_SHUFFLE(0, 0, 0, 0)); // XYWZ -> XXXX
Compile_DestEnable(instr, SRC1); Compile_DestEnable(instr, SRC1);
} }