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shader: make the f32 clamp modifier turn NaN into 0
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@@ -230,8 +230,11 @@ uint32_t EmitPackFloat2x16Rtz(EmitterState& state, uint32_t arg0, uint32_t arg1)
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}
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uint32_t EmitFPSaturate32(EmitterState& state, uint32_t arg0) {
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return EmitExt(state, TypeF32(state), GLSLstd450FClamp,
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{arg0, ConstantF32(state, 0), ConstantF32(state, 0x3f800000u)});
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// The clamp modifier runs in DX10 clamp mode: NaN becomes 0. FClamp leaves NaN undefined.
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const auto clamped = EmitExt(state, TypeF32(state), GLSLstd450FClamp,
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{arg0, ConstantF32(state, 0), ConstantF32(state, 0x3f800000u)});
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return Select(state, TypeF32(state), EmitClassifyF32(state, arg0).nan, ConstantF32(state, 0),
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clamped);
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}
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uint32_t EmitSMulHi(EmitterState& state, uint32_t arg0, uint32_t arg1) {
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