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Fix shader FMUL32I instruction saturation

This commit is contained in:
gdk 2019-10-27 13:33:08 -03:00 committed by Thog
parent f2e84ff566
commit d3fcab8511

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@ -87,7 +87,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
{ {
IOpCodeFArith op = (IOpCodeFArith)context.CurrOp; IOpCodeFArith op = (IOpCodeFArith)context.CurrOp;
bool negateB = !(op is OpCodeFArithImm32) && op.RawOpCode.Extract(48); bool isImm32 = op is OpCodeFArithImm32;
bool negateB = !isImm32 && op.RawOpCode.Extract(48);
Operand srcA = GetSrcA(context); Operand srcA = GetSrcA(context);
@ -109,7 +111,9 @@ namespace Ryujinx.Graphics.Shader.Instructions
Operand dest = GetDest(context); Operand dest = GetDest(context);
context.Copy(dest, context.FPSaturate(context.FPMultiply(srcA, srcB), op.Saturate)); bool saturate = isImm32 ? op.RawOpCode.Extract(55) : op.Saturate;
context.Copy(dest, context.FPSaturate(context.FPMultiply(srcA, srcB), saturate));
SetFPZnFlags(context, dest, op.SetCondCode); SetFPZnFlags(context, dest, op.SetCondCode);
} }