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shader: Implement FSET and FSETP
Also fix oversight with adding SignedZeroInfNanPreserve execution mode.
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@ -124,10 +124,12 @@ void SetupDenormControl(const Profile& profile, const IR::Program& program, Emit
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ctx.AddExtension("SPV_KHR_float_controls");
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if (info.uses_fp16 && profile.support_fp16_signed_zero_nan_preserve) {
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ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve);
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ctx.AddCapability(spv::Capability::SignedZeroInfNanPreserve);
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ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve, 16U);
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}
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if (profile.support_fp32_signed_zero_nan_preserve) {
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ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve);
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ctx.AddCapability(spv::Capability::SignedZeroInfNanPreserve);
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ctx.AddExecutionMode(main_func, spv::ExecutionMode::SignedZeroInfNanPreserve, 32U);
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}
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if (info.uses_fp32_denorms_flush && info.uses_fp32_denorms_preserve) {
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// LOG_ERROR(HW_GPU, "Fp32 denorm flush and preserve on the same shader");
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