Full precision log2(x).
log dst, src |
---|
where
Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|
log | x | x | x | x | x | x |
The following code fragment shows the operations performed.
float v = abs(src); if (v != 0) { dest.x = dest.y = dest.z = dest.w = (float)(log(v)/log(2)); } else { dest.x = dest.y = dest.z = dest.w = -FLT_MAX; }
This instruction accepts a scalar source whose sign bit is ignored. The result is replicated to all four channels.
This instruction provides 21 bits of precision.