Alyssa Rosenzweig 26de3d5366 glsl/float64: handle signed zero with min/max
Ensure the following identities hold to match IEEE-754-2019 and upcoming NIR:

   min(-0, +0) = -0
   min(+0, -0) = -0
   max(-0, +0) = +0
   max(+0, -0) = +0

To implement, we specialize a version of flt64_nonnan. The regular flt64 has
extra logic to handle signed zero, so this version is actually simpler. So in
addition to the bug fix, this is an optimization. Compute shaders from
KHR-GL46.gpu_shader_fp64.builtin.max_dvec4 before and after:

   before: 136 inst, 122 alu, 122 fscib, 4 ic, 1006 bytes, 39 regs, 28 uniforms
   after:  104 inst,  90 alu,  90 fscib, 4 ic,  766 bytes, 39 regs, 28 uniforms

I will happy take a 24% reduction in instruction count as the cost of standards
conformance ^_^

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30075>
2024-07-15 19:29:00 +00:00
2022-11-22 19:04:13 +00:00
2024-03-13 15:21:07 +00:00
2024-01-24 10:02:10 +00:00
2023-11-02 11:37:46 +00:00
2024-05-13 14:32:12 +00:00
2024-04-24 19:51:59 +00:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
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