if (have_sqrt) {
emit_scalar(ir, TGSI_OPCODE_SQRT, result_dst, op[0]);
} else {
- /* sqrt(x) = x * rsq(x). */
- emit_scalar(ir, TGSI_OPCODE_RSQ, result_dst, op[0]);
- emit_asm(ir, TGSI_OPCODE_MUL, result_dst, result_src, op[0]);
- /* For incoming channels <= 0, set the result to 0. */
- op[0].negate = ~op[0].negate;
- emit_asm(ir, TGSI_OPCODE_CMP, result_dst,
- op[0], result_src, st_src_reg_for_float(0.0));
+ /* This is the only instruction sequence that makes the game "Risen"
+ * render correctly. ABS is not required for the game, but since GLSL
+ * declares negative values as "undefined", allowing us to do whatever
+ * we want, I choose to use ABS to match DX9 and pre-GLSL RSQ
+ * behavior.
+ */
+ emit_scalar(ir, TGSI_OPCODE_ABS, result_dst, op[0]);
+ emit_scalar(ir, TGSI_OPCODE_RSQ, result_dst, result_src);
+ emit_scalar(ir, TGSI_OPCODE_RCP, result_dst, result_src);
}
break;
case ir_unop_rsq: