These scripts were wrongly translated since mod (GLSL) != fmod (CG).
This is now fixed and the .cg/.elf/.expected files have been updated.
Thanks @nohbdy for spotting this.
* Updated spu_fpu.spu.cpp and it's ELF file in order to printf the
immediate value in the conversion instructions.
* Added *.expected files: Note that a few entries in spu_alu.expected
contain "???????? ???????? ???????? ????????" as value. That's because a
problem happened while printf'ing the value from the PS3. This will be
fixed in the future.
I don't know if these tests will be useful at all. They are just the
same as the rsx_fp_static tests, but the fragment shader receives
parameters such as the elapsed time (float iGlobalTime) and a pointer
controlled by the gamepad (float2 iGamePad). That allows the shader to
draw different things on each frame so images do not make a lot of sense
when it comes to comparing results. So, at the moment this folder is
nothing but just eye candy.
The fragment shader draws something static on a fullscreen quad (two
triangles). The results from a real PS3 are saved in *.expected.png. The
source code of the fragment shader is saved in the *.cg files.