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[spirv] Avoid NaN when a conversion to f16 is emitted (#215)
Fixes black squares in Fire Emblem: Three Houses. And fixes vertex explosions in The Legend of Zelda: Breath of the Wild shrine areas. These were caused by NaN values from overflowed conversions to float16. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/215 Co-authored-by: JPikachu <jpikachu.eden@gmail.com> Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
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1 changed files with 6 additions and 1 deletions
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@ -1,3 +1,5 @@
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// SPDX-FileCopyrightText: 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -148,7 +150,10 @@ Id EmitConvertU32U64(EmitContext& ctx, Id value) {
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}
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Id EmitConvertF16F32(EmitContext& ctx, Id value) {
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return ctx.OpFConvert(ctx.F16[1], value);
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const auto result = ctx.OpFConvert(ctx.F16[1], value);
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const auto isOverflowing = ctx.OpIsNan(ctx.U1, result);
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return ctx.OpSelect(ctx.F16[1], isOverflowing, ctx.Constant(ctx.F16[1], 0), result);
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//return ctx.OpFConvert(ctx.F16[1], value);
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}
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Id EmitConvertF32F16(EmitContext& ctx, Id value) {
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