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authorBill Hollings <bill.hollings@brenwill.com>2021-09-23 23:26:02 +0300
committerBill Hollings <bill.hollings@brenwill.com>2021-09-24 18:22:05 +0300
commit5742047b244fb4ad2163ae46104b29dfab64c0f7 (patch)
treea9c4b92a522865fcf199fb9c060d8eefc3c4278e /reference/opt/shaders-msl
parent05ac99ae2310bbfbbc3e28895dbc3159e4f5033d (diff)
MSL: Honor infinities in OpQuantizeToF16 when compiling using fast-math.
Add spvQuantizeToF16() family of synthetic functions to convert from float to half and back again, and add function attribute [[clang::optnone]] to honor infinities during conversions. Adjust SPIRV-Cross unit test reference shaders to accommodate these changes.
Diffstat (limited to 'reference/opt/shaders-msl')
-rw-r--r--reference/opt/shaders-msl/asm/comp/quantize.asm.comp30
1 files changed, 26 insertions, 4 deletions
diff --git a/reference/opt/shaders-msl/asm/comp/quantize.asm.comp b/reference/opt/shaders-msl/asm/comp/quantize.asm.comp
index 1839ec7a..70faec50 100644
--- a/reference/opt/shaders-msl/asm/comp/quantize.asm.comp
+++ b/reference/opt/shaders-msl/asm/comp/quantize.asm.comp
@@ -1,3 +1,5 @@
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+
#include <metal_stdlib>
#include <simd/simd.h>
@@ -11,11 +13,31 @@ struct SSBO0
float4 vec4_val;
};
+[[clang::optnone]] float spvQuantizeToF16(float val)
+{
+ return float(half(val));
+}
+
+[[clang::optnone]] float2 spvQuantize2ToF16(float2 val)
+{
+ return float2(half2(val));
+}
+
+[[clang::optnone]] float3 spvQuantize3ToF16(float3 val)
+{
+ return float3(half3(val));
+}
+
+[[clang::optnone]] float4 spvQuantize4ToF16(float4 val)
+{
+ return float4(half4(val));
+}
+
kernel void main0(device SSBO0& _4 [[buffer(0)]])
{
- _4.scalar = float(half(_4.scalar));
- _4.vec2_val = float2(half2(_4.vec2_val));
- _4.vec3_val = float3(half3(_4.vec3_val));
- _4.vec4_val = float4(half4(_4.vec4_val));
+ _4.scalar = spvQuantizeToF16(_4.scalar);
+ _4.vec2_val = spvQuantize2ToF16(_4.vec2_val);
+ _4.vec3_val = spvQuantize3ToF16(_4.vec3_val);
+ _4.vec4_val = spvQuantize4ToF16(_4.vec4_val);
}