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st/mesa: change SQRT lowering to fix the game Risen
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94627 (against nouveau) Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
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1 changed files with 9 additions and 7 deletions
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@ -1901,13 +1901,15 @@ glsl_to_tgsi_visitor::visit_expression(ir_expression* ir, st_src_reg *op)
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if (have_sqrt) {
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emit_scalar(ir, TGSI_OPCODE_SQRT, result_dst, op[0]);
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} else {
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/* sqrt(x) = x * rsq(x). */
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emit_scalar(ir, TGSI_OPCODE_RSQ, result_dst, op[0]);
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emit_asm(ir, TGSI_OPCODE_MUL, result_dst, result_src, op[0]);
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/* For incoming channels <= 0, set the result to 0. */
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op[0].negate = ~op[0].negate;
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emit_asm(ir, TGSI_OPCODE_CMP, result_dst,
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op[0], result_src, st_src_reg_for_float(0.0));
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/* This is the only instruction sequence that makes the game "Risen"
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* render correctly. ABS is not required for the game, but since GLSL
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* declares negative values as "undefined", allowing us to do whatever
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* we want, I choose to use ABS to match DX9 and pre-GLSL RSQ
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* behavior.
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*/
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emit_scalar(ir, TGSI_OPCODE_ABS, result_dst, op[0]);
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emit_scalar(ir, TGSI_OPCODE_RSQ, result_dst, result_src);
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emit_scalar(ir, TGSI_OPCODE_RCP, result_dst, result_src);
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}
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break;
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case ir_unop_rsq:
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