Force reciprocal operation with value biased by constant to be precise on macOS (#5110)

* Force operations to be precise in some cases on SPIR-V

* Make it a bit more strict, add comments

* Shader cache version bump
This commit is contained in:
gdkchan 2023-05-26 15:19:37 -03:00 committed by GitHub
parent e6658c133c
commit 3b375525fb
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8 changed files with 67 additions and 14 deletions

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@ -2245,7 +2245,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2));
if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
{
context.Decorate(result, Decoration.NoContraction);
}
@ -2256,7 +2256,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2));
if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
{
context.Decorate(result, Decoration.NoContraction);
}
@ -2316,7 +2316,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2), context.GetFP64(src3));
if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
{
context.Decorate(result, Decoration.NoContraction);
}
@ -2327,7 +2327,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2), context.GetFP32(src3));
if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
{
context.Decorate(result, Decoration.NoContraction);
}