GPU: Perform negation after absolute value in the float shader instructions.
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0e13d9cb7b
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38989bef43
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@ -822,22 +822,25 @@ private:
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switch (opcode->GetType()) {
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switch (opcode->GetType()) {
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case OpCode::Type::Arithmetic: {
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case OpCode::Type::Arithmetic: {
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std::string op_a = instr.alu.negate_a ? "-" : "";
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std::string op_a = regs.GetRegisterAsFloat(instr.gpr8);
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op_a += regs.GetRegisterAsFloat(instr.gpr8);
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if (instr.alu.abs_a) {
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if (instr.alu.abs_a) {
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op_a = "abs(" + op_a + ')';
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op_a = "abs(" + op_a + ')';
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}
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}
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std::string op_b = instr.alu.negate_b ? "-" : "";
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if (instr.alu.negate_a) {
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op_a = "-(" + op_a + ')';
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}
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std::string op_b;
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if (instr.is_b_imm) {
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if (instr.is_b_imm) {
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op_b += GetImmediate19(instr);
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op_b = GetImmediate19(instr);
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} else {
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} else {
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if (instr.is_b_gpr) {
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if (instr.is_b_gpr) {
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op_b += regs.GetRegisterAsFloat(instr.gpr20);
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op_b = regs.GetRegisterAsFloat(instr.gpr20);
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} else {
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} else {
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op_b += regs.GetUniform(instr.cbuf34.index, instr.cbuf34.offset,
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op_b = regs.GetUniform(instr.cbuf34.index, instr.cbuf34.offset,
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GLSLRegister::Type::Float);
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GLSLRegister::Type::Float);
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}
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}
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}
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}
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@ -845,6 +848,10 @@ private:
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op_b = "abs(" + op_b + ')';
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op_b = "abs(" + op_b + ')';
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}
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}
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if (instr.alu.negate_b) {
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op_b = "-(" + op_b + ')';
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}
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switch (opcode->GetId()) {
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switch (opcode->GetId()) {
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case OpCode::Id::MOV_C:
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case OpCode::Id::MOV_C:
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case OpCode::Id::MOV_R: {
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case OpCode::Id::MOV_R: {
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