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	Shader: Use std::sqrt for float instead of sqrt
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					 1 changed files with 1 additions and 1 deletions
				
			
		|  | @ -237,7 +237,7 @@ void RunInterpreter(UnitState<Debug>& state) { | ||||||
|             { |             { | ||||||
|                 Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); |                 Record<DebugDataRecord::SRC1>(state.debug, iteration, src1); | ||||||
|                 Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest); |                 Record<DebugDataRecord::DEST_IN>(state.debug, iteration, dest); | ||||||
|                 float24 rsq_res = float24::FromFloat32(1.0f / sqrt(src1[0].ToFloat32())); |                 float24 rsq_res = float24::FromFloat32(1.0f / std::sqrt(src1[0].ToFloat32())); | ||||||
|                 for (int i = 0; i < 4; ++i) { |                 for (int i = 0; i < 4; ++i) { | ||||||
|                     if (!swizzle.DestComponentEnabled(i)) |                     if (!swizzle.DestComponentEnabled(i)) | ||||||
|                         continue; |                         continue; | ||||||
|  |  | ||||||
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