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Shader/F2I: Implemented the F2I_C instruction variant.
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@ -1298,9 +1298,17 @@ private:
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regs.SetRegisterToFloat(instr.gpr0, 0, op_a, 1, 1, instr.alu.saturate_d);
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regs.SetRegisterToFloat(instr.gpr0, 0, op_a, 1, 1, instr.alu.saturate_d);
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break;
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break;
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}
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}
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case OpCode::Id::F2I_R: {
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case OpCode::Id::F2I_R:
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case OpCode::Id::F2I_C: {
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ASSERT_MSG(instr.conversion.src_size == Register::Size::Word, "Unimplemented");
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ASSERT_MSG(instr.conversion.src_size == Register::Size::Word, "Unimplemented");
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std::string op_a = regs.GetRegisterAsFloat(instr.gpr20);
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std::string op_a{};
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if (instr.is_b_gpr) {
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op_a = regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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op_a = regs.GetUniform(instr.cbuf34.index, instr.cbuf34.offset,
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GLSLRegister::Type::Float);
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}
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if (instr.conversion.abs_a) {
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if (instr.conversion.abs_a) {
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op_a = "abs(" + op_a + ')';
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op_a = "abs(" + op_a + ')';
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