shader: keep native rounding consistent in mixed-precision programs

Co-authored-by: Çağatay Güçlü <33038942+defektu@users.noreply.github.com>
This commit is contained in:
nmzikandÇağatay Güçlü committed 2026-10-04 18:39:34 +04:00
1 parent b4d32394b6
commit 7992aecb7c
3 files changed
+90 -7

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