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rsx/common/d3d12/gl: Fix lit and rsq behavior near 0 in vertex shaders.
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2ead9b1f21
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1f7a1e4078
10 changed files with 85 additions and 37 deletions
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@ -143,23 +143,7 @@ void D3D12FragmentDecompiler::insertConstants(std::stringstream & OS)
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void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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{
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// "lib" function
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// 0.00001 is used as "some non zero very little number"
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OS << "float4 divsq_legacy(float4 num, float4 denum)\n";
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OS << "{\n";
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OS << " return num / sqrt(max(denum.xxxx, 0.00001));\n";
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OS << "}\n";
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OS << "float4 rcp_legacy(float4 denum)\n";
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OS << "{\n";
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OS << " return 1. / denum;\n";
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OS << "}\n";
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OS << "float4 rsq_legacy(float4 denum)\n";
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OS << "{\n";
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OS << " return 1. / sqrt(max(denum, 0.00001));\n";
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OS << "}\n";
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insert_d3d12_legacy_function(OS);
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const std::set<std::string> output_value =
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{
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