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spirv: Add SignedZeroInfNanPreserve logic

ameerj před 5 roky
rodič
revize
b9f7bf4472

+ 6 - 0
src/shader_recompiler/backend/spirv/emit_spirv.cpp

@@ -124,6 +124,12 @@ void SetupDenormControl(const Profile& profile, const IR::Program& program, Emit
     }
     ctx.AddExtension("SPV_KHR_float_controls");
 
+    if (info.uses_fp16 && profile.support_fp16_signed_zero_nan_preserve) {
+        ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve);
+    }
+    if (profile.support_fp32_signed_zero_nan_preserve) {
+        ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve);
+    }
     if (info.uses_fp32_denorms_flush && info.uses_fp32_denorms_preserve) {
         // LOG_ERROR(HW_GPU, "Fp32 denorm flush and preserve on the same shader");
     } else if (info.uses_fp32_denorms_flush) {

+ 2 - 0
src/shader_recompiler/profile.h

@@ -15,6 +15,8 @@ struct Profile {
     bool support_fp32_denorm_preserve{};
     bool support_fp16_denorm_flush{};
     bool support_fp32_denorm_flush{};
+    bool support_fp16_signed_zero_nan_preserve{};
+    bool support_fp32_signed_zero_nan_preserve{};
 
     // FClamp is broken and OpFMax + OpFMin should be used instead
     bool has_broken_spirv_clamp{};

+ 4 - 0
src/video_core/renderer_vulkan/vk_pipeline_cache.cpp

@@ -193,6 +193,10 @@ ComputePipeline PipelineCache::CreateComputePipeline(ShaderInfo* shader_info) {
         .support_fp32_denorm_preserve = float_control.shaderDenormPreserveFloat32 != VK_FALSE,
         .support_fp16_denorm_flush = float_control.shaderDenormFlushToZeroFloat16 != VK_FALSE,
         .support_fp32_denorm_flush = float_control.shaderDenormFlushToZeroFloat32 != VK_FALSE,
+        .support_fp16_signed_zero_nan_preserve =
+            float_control.shaderSignedZeroInfNanPreserveFloat16 != VK_FALSE,
+        .support_fp32_signed_zero_nan_preserve =
+            float_control.shaderSignedZeroInfNanPreserveFloat32 != VK_FALSE,
         .has_broken_spirv_clamp = true, // TODO: is_intel
     };
     const auto [info, code]{Shader::RecompileSPIRV(profile, env, qmd.program_start)};