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Shader: execute RDNA2 FP64 shadow arithmetic and log denorm limits
Shader: disable FP64 denorm preservation controls for now
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@@ -440,6 +440,7 @@ uint32_t TypeId(EmitterState& state, IR::Type type) {
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case IR::Type::U64: return TypeU64(state);
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case IR::Type::U32x2: return TypeU32Pair(state);
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case IR::Type::F32: return TypeF32(state);
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case IR::Type::F64: return TypeF64(state);
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case IR::Type::U32x3: return TypeU32Vector(state, 3);
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case IR::Type::U32x4: return TypeU32Vector(state, 4);
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case IR::Type::F32x2: return TypeF32Vector(state, 2);
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