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Shader: implement DPH/DPHI in interpreter
Tests revealed that the component with w=1 is SRC1 and not SRC2, it is now fixed on 3dbrew.
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@ -197,12 +197,19 @@ void RunInterpreter(UnitState<Debug>& state) {
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case OpCode::Id::DP3:
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case OpCode::Id::DP3:
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case OpCode::Id::DP4:
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case OpCode::Id::DP4:
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case OpCode::Id::DPH:
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case OpCode::Id::DPHI:
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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::SRC2>(state.debug, iteration, src2);
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Record<DebugDataRecord::SRC2>(state.debug, iteration, src2);
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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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OpCode::Id opcode = instr.opcode.Value().EffectiveOpCode();
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if (opcode == OpCode::Id::DPH || opcode == OpCode::Id::DPHI)
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src1[3] = float24::FromFloat32(1.0f);
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float24 dot = float24::FromFloat32(0.f);
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float24 dot = float24::FromFloat32(0.f);
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int num_components = (instr.opcode.Value() == OpCode::Id::DP3) ? 3 : 4;
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int num_components = (opcode == OpCode::Id::DP3) ? 3 : 4;
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for (int i = 0; i < num_components; ++i)
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for (int i = 0; i < num_components; ++i)
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dot = dot + src1[i] * src2[i];
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dot = dot + src1[i] * src2[i];
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