Shader: implement RDNA2 image atomic float maximum

Shader: implement RDNA2 image atomic float minimum

Co-authored-by: foufouadi <attar.foued@gmail.com>
Co-authored-by: frans <francois.att@gmail.com>
Co-authored-by: fxpw <fxpw@outlook.com>
Co-authored-by: Matthew Hurley <171001439+theantipopau@users.noreply.github.com>
This commit is contained in:
nmzik
2026-09-26 14:04:22 +04:00
parent fd2e15ee73
commit cf268af839
11 changed files with 161 additions and 6 deletions
@@ -485,7 +485,8 @@ static bool BuildResourceSpecialization(const ResourcePlan& program, ResourceSna
image.cube = DescriptorIsCube(descriptor);
const auto format =
static_cast<Prospero::BufferFormat>((descriptor.dwords[1] >> 20u) & 0x1ffu);
if (base.atomic && format != Prospero::BufferFormat::k32UInt) {
if (base.atomic && format != Prospero::BufferFormat::k32UInt &&
format != Prospero::BufferFormat::k32Float) {
return SpecializationFail(
fmt::format("atomic image descriptor {} uses unsupported format {}", i,
static_cast<uint32_t>(format)));
@@ -514,7 +515,7 @@ static bool BuildResourceSpecialization(const ResourcePlan& program, ResourceSna
fmt::format("storage image descriptor {} uses unsupported format {}", i,
static_cast<uint32_t>(format)));
}
if (raw_sint_storage) {
if (raw_sint_storage || base.atomic) {
image.numeric_class = Prospero::TextureNumericClass::Uint;
}
} else if (image.numeric_class == Prospero::TextureNumericClass::Unsupported ||