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authoraroulin <andy.roulin@epfl.ch>2015-08-23 22:03:07 +0200
committeraroulin <andy.roulin@epfl.ch>2015-08-23 22:03:07 +0200
commit8367db5dcd4ec9e9bc96d686bfb11af98daa74bc (patch)
treebc611c82bd9b68b24885e5d4611b3021c6501fe7 /src/video_core
parent2bcee805874a836c12d4e4ffd7f0212f977b958b (diff)
Shader: Use std::sqrt for float instead of sqrt
Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/shader/shader_interpreter.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/shader/shader_interpreter.cpp b/src/video_core/shader/shader_interpreter.cpp
index 51fee6f973..76fda95f33 100644
--- a/src/video_core/shader/shader_interpreter.cpp
+++ b/src/video_core/shader/shader_interpreter.cpp
@@ -237,7 +237,7 @@ void RunInterpreter(UnitState<Debug>& state) {
{
Record<DebugDataRecord::SRC1>(state.debug, iteration, src1);
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) {
if (!swizzle.DestComponentEnabled(i))
continue;