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gl_shader_decompiler: Let OpenGL interpret floats.
- Accuracy is lost in translation to string, e.g. with NaN. - Needed for Super Mario Odyssey.
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@ -254,20 +254,15 @@ union Instruction {
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BitField<56, 1, u64> invert_b;
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} lop32i;
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float GetImm20_19() const {
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float result{};
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u32 GetImm20_19() const {
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u32 imm{static_cast<u32>(imm20_19)};
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imm <<= 12;
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imm |= negate_imm ? 0x80000000 : 0;
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std::memcpy(&result, &imm, sizeof(imm));
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return result;
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return imm;
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}
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float GetImm20_32() const {
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float result{};
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s32 imm{static_cast<s32>(imm20_32)};
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std::memcpy(&result, &imm, sizeof(imm));
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return result;
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u32 GetImm20_32() const {
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return static_cast<u32>(imm20_32);
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}
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s32 GetSignedImm20_20() const {
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@ -602,12 +602,12 @@ private:
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/// Generates code representing a 19-bit immediate value
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static std::string GetImmediate19(const Instruction& instr) {
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return std::to_string(instr.alu.GetImm20_19());
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return fmt::format("uintBitsToFloat({})", instr.alu.GetImm20_19());
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}
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/// Generates code representing a 32-bit immediate value
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static std::string GetImmediate32(const Instruction& instr) {
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return std::to_string(instr.alu.GetImm20_32());
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return fmt::format("uintBitsToFloat({})", instr.alu.GetImm20_32());
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}
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/// Generates code representing a texture sampler.
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