forked from ShuriZma/suyu
Shader: Use std::sqrt for float instead of sqrt
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fa552f11ef
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03c5cfead4
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@ -237,7 +237,7 @@ void RunInterpreter(UnitState<Debug>& state) {
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{
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{
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Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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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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Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest);
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float24 rsq_res = float24::FromFloat32(1.0f / sqrt(src1[0].ToFloat32()));
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float24 rsq_res = float24::FromFloat32(1.0f / std::sqrt(src1[0].ToFloat32()));
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for (int i = 0; i < 4; ++i) {
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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if (!swizzle.DestComponentEnabled(i))
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continue;
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continue;
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