forked from ShuriZma/suyu
vertex_shader: Implement FLR instruction.
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f935130a0f
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692a74c09e
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@ -235,6 +235,15 @@ static void ProcessShaderCode(VertexShaderState& state) {
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break;
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}
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case OpCode::Id::FLR:
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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] = float24::FromFloat32(std::floor(src1[i].ToFloat32()));
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}
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break;
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case OpCode::Id::MAX:
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for (int i = 0; i < 4; ++i) {
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if (!swizzle.DestComponentEnabled(i))
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