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Shader: execute RDNA2 FP64 shadow arithmetic and log denorm limits
Shader: disable FP64 denorm preservation controls for now
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@@ -198,6 +198,7 @@ Emitter::SpirvRequirements Emitter::AnalyzeProgramRequirements(const IR::Program
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SpirvRequirements requirements {};
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for (const auto* block: program.blocks) {
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for (const auto& inst: *block) {
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requirements.float64 |= inst.GetType() == IR::Type::F64;
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if (IR::BufferAccessOf(inst.GetOpcode()) == IR::BufferAccess::Atomic &&
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inst.GetType() == IR::Type::U64) {
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requirements.buffer_int64_atomics = true;
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