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shader: keep native rounding consistent in mixed-precision programs
Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
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@@ -738,15 +738,13 @@ void DefineModule(EmitterState& state) {
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if (state.requirements.float64) {
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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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// Use native rounding for MODE=0xc0, consistent with ordinary FP32 arithmetic.
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state.builder.RequireCapability(spv::CapabilityFloat64);
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state.builder.RequireCapability(spv::CapabilityRoundingModeRTE);
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state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeSignedZeroInfNanPreserve,
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64u);
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// FP64 denormal preservation is temporarily disabled.
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// state.builder.RequireCapability(spv::CapabilityDenormPreserve);
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// state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeDenormPreserve, 64u);
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state.builder.AddExecutionMode(state.main_func, spv::ExecutionModeRoundingModeRTE, 32u);
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}
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if (const auto* cs = ShaderWorkgroupInput(state.program.stage, state.input_info)) {
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uint32_t local_x = state.requirements.compute_derivatives ? 2u : 1u;
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