shader: support FP64 conversions used by FighterZ (#884)

shader: support float and unsigned widening to FP64

Co-authored-by: nmzik <Nmzik@mail.ru>
This commit is contained in:
gohansharma79-svg
2026-09-28 19:09:31 +05:30
committed by GitHub
parent 0791f921f6
commit 0a5774be7b
9 changed files with 104 additions and 3 deletions
@@ -307,6 +307,11 @@ uint32_t EmitConvertF32F64(EmitterState& state, uint32_t arg0) {
Unary(state, spv::OpBitcast, TypeF32(state), clamped), converted));
}
uint32_t EmitConvertF64F32(EmitterState& state, uint32_t arg0) {
return EmitNative<spv::OpFConvert, IR::Type::F64>(state,
EmitFlushF32DenormToSignedZero(state, arg0));
}
uint32_t EmitCompositeExtractU64(EmitterState& state, uint32_t arg0, IR::Value arg1) {
return EmitNative<spv::OpCompositeExtract, IR::Type::U32>(state, arg0, arg1.U32());
}
@@ -31,7 +31,9 @@ uint32_t EmitConvertSigned32ToFloat(EmitterState& state, uint32_t arg0) {
inline constexpr auto EmitConvertF32S32 = EmitConvertSigned32ToFloat<IR::Type::F32>;
inline constexpr auto EmitConvertF64S32 = EmitConvertSigned32ToFloat<IR::Type::F64>;
uint32_t EmitConvertF32F64(EmitterState& state, uint32_t arg0);
uint32_t EmitConvertF64F32(EmitterState& state, uint32_t arg0);
EMIT_NATIVE(ConvertF32U32, OpConvertUToF, F32, uint32_t)
EMIT_NATIVE(ConvertF64U32, OpConvertUToF, F64, uint32_t)
EMIT_NATIVE(CompositeConstructU64, OpCompositeConstruct, U64, uint32_t, uint32_t)
EMIT_NATIVE(CompositeConstructU32x2, OpCompositeConstruct, U32x2, uint32_t, uint32_t)
EMIT_NATIVE(CompositeConstructU32x3, OpCompositeConstruct, U32x3, uint32_t, uint32_t, uint32_t)
@@ -684,8 +684,8 @@ void DefineModule(EmitterState& state) {
state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeSignedZeroInfNanPreserve,
32u);
if (state.requirements.float64) {
EXIT_NOT_IMPLEMENTED(state.program.stage != ShaderType::Compute);
EXIT_NOT_IMPLEMENTED(state.input_info.compute->float_mode != 0xc0);
EXIT_NOT_IMPLEMENTED(state.program.stage == ShaderType::Compute &&
state.input_info.compute->float_mode != 0xc0);
// MODE=0xc0 uses round-to-nearest-even and preserves FP64 input/output denormals.
state.builder.RequireCapability(spv::CapabilityFloat64);
state.builder.RequireCapability(spv::CapabilityRoundingModeRTE);