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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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@@ -145,6 +145,7 @@ struct ShaderVertexInputInfo {
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};
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struct ShaderComputeInputInfo: ShaderWorkgroupInputInfo {
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uint8_t float_mode = 0xc0;
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uint32_t dispatch_threads_num[3] = {0, 0, 0};
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bool group_id[3] = {false, false, false};
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bool dispatch_thread_dimensions = false;
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