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shader: drop the denormal flush before exp2
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@@ -306,8 +306,8 @@ uint32_t EmitFPSqrt(EmitterState& state, uint32_t arg0) {
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}
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uint32_t EmitFPExp2(EmitterState& state, uint32_t arg0) {
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return EmitExt(state, TypeF32(state), GLSLstd450Exp2,
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{EmitFlushF32DenormToSignedZero(state, arg0)});
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// A denormal input already rounds to 1.0, the result for its flushed zero.
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return EmitExt(state, TypeF32(state), GLSLstd450Exp2, {arg0});
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}
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uint32_t EmitFPLog2(EmitterState& state, uint32_t arg0) {
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