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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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@@ -560,8 +560,7 @@ static vk::Device VulkanCreateDevice(GraphicContext& graphics,
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device_features.shaderInt64 = VK_TRUE;
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device_features.shaderFloat64 =
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supported_features2.features.shaderFloat64 &&
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float_controls.shaderSignedZeroInfNanPreserveFloat64 &&
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float_controls.shaderRoundingModeRTEFloat32;
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float_controls.shaderSignedZeroInfNanPreserveFloat64;
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// if (device_features.shaderFloat64 && !float_controls.shaderDenormPreserveFloat64) {
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// Log::WriteToConsoleAndLog(
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// "WARNING: Vulkan device does not guarantee FP64 denormal preservation; "
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