shader: clamp before float-to-int conversion and drop the redundant truncate

This commit is contained in:
nmzik
2026-10-22 00:26:40 +02:00
parent 1e4ac1371d
commit 3bb09ed2a4
2 changed files with 16 additions and 30 deletions
@@ -518,8 +518,6 @@ uint32_t EmitClassMaskF16(EmitterState& state, uint32_t bits, uint32_t mask);
uint32_t EmitMinMaxF32Value(EmitterState& state, uint32_t lhs, uint32_t rhs, bool max_value);
inline constexpr auto EmitTruncF32Value = EmitGlsl<GLSLstd450Trunc, IR::Type::F32, uint32_t>;
uint32_t EmitFlushF32DenormToSignedZero(EmitterState& state, uint32_t value);
uint32_t EmitTrigCycleF32(EmitterState& state, uint32_t src, bool preserve_signed_zero);