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Shader: implement EX2 and LG2 in interpreter
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96820ae42a
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@ -334,6 +334,42 @@ void RunInterpreter(UnitState<Debug>& state) {
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Record<DebugDataRecord::CMP_RESULT>(state.debug, iteration, state.conditional_code);
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break;
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case OpCode::Id::EX2:
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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// EX2 only takes first component exp2 and writes it to all dest components
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float24 ex2_res = float24::FromFloat32(std::exp2(src1[0].ToFloat32()));
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = ex2_res;
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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}
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case OpCode::Id::LG2:
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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// LG2 only takes the first component log2 and writes it to all dest components
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float24 lg2_res = float24::FromFloat32(std::log2(src1[0].ToFloat32()));
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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continue;
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dest[i] = lg2_res;
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}
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Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest);
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break;
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}
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default:
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LOG_ERROR(HW_GPU, "Unhandled arithmetic instruction: 0x%02x (%s): 0x%08x",
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(int)instr.opcode.Value().EffectiveOpCode(), instr.opcode.Value().GetInfo().name, instr.hex);
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