Shader: implement SGE, SGEI in interpreter
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		| @@ -278,6 +278,20 @@ void RunInterpreter(UnitState<Debug>& state) { | ||||
|                 break; | ||||
|             } | ||||
|  | ||||
|             case OpCode::Id::SGE: | ||||
|             case OpCode::Id::SGEI: | ||||
|                 Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); | ||||
|                 Record<DebugDataRecord::SRC2>(state.debug, iteration, src2); | ||||
|                 Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest); | ||||
|                 for (int i = 0; i < 4; ++i) { | ||||
|                     if (!swizzle.DestComponentEnabled(i)) | ||||
|                         continue; | ||||
|  | ||||
|                     dest[i] = (src1[i] >= src2[i]) ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f); | ||||
|                 } | ||||
|                 Record<DebugDataRecord::DEST_OUT>(state.debug, iteration, dest); | ||||
|                 break; | ||||
|  | ||||
|             case OpCode::Id::SLT: | ||||
|             case OpCode::Id::SLTI: | ||||
|                 Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); | ||||
|   | ||||
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