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shader: support FP64 conversions used by FighterZ (#884)
shader: support float and unsigned widening to FP64 Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -684,8 +684,8 @@ void DefineModule(EmitterState& state) {
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state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeSignedZeroInfNanPreserve,
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32u);
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if (state.requirements.float64) {
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EXIT_NOT_IMPLEMENTED(state.program.stage != ShaderType::Compute);
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EXIT_NOT_IMPLEMENTED(state.input_info.compute->float_mode != 0xc0);
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EXIT_NOT_IMPLEMENTED(state.program.stage == ShaderType::Compute &&
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state.input_info.compute->float_mode != 0xc0);
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// MODE=0xc0 uses round-to-nearest-even and preserves FP64 input/output denormals.
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state.builder.RequireCapability(spv::CapabilityFloat64);
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state.builder.RequireCapability(spv::CapabilityRoundingModeRTE);
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