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	Shader/F2I: Implemented the F2I_C instruction variant.
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		| @@ -1298,9 +1298,17 @@ private: | ||||
|                 regs.SetRegisterToFloat(instr.gpr0, 0, op_a, 1, 1, instr.alu.saturate_d); | ||||
|                 break; | ||||
|             } | ||||
|             case OpCode::Id::F2I_R: { | ||||
|             case OpCode::Id::F2I_R: | ||||
|             case OpCode::Id::F2I_C: { | ||||
|                 ASSERT_MSG(instr.conversion.src_size == Register::Size::Word, "Unimplemented"); | ||||
|                 std::string op_a = regs.GetRegisterAsFloat(instr.gpr20); | ||||
|                 std::string op_a{}; | ||||
|  | ||||
|                 if (instr.is_b_gpr) { | ||||
|                     op_a = regs.GetRegisterAsFloat(instr.gpr20); | ||||
|                 } else { | ||||
|                     op_a = regs.GetUniform(instr.cbuf34.index, instr.cbuf34.offset, | ||||
|                                            GLSLRegister::Type::Float); | ||||
|                 } | ||||
|  | ||||
|                 if (instr.conversion.abs_a) { | ||||
|                     op_a = "abs(" + op_a + ')'; | ||||
|   | ||||
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