Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
23 lines
1.1 KiB
GLSL
23 lines
1.1 KiB
GLSL
// Match formatted CUDA stores before the Vulkan image conversion. The reference rounds halfway away from
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// zero; feeding an exact normalized code to imageStore also avoids implementation-specific UNORM/SNORM rounding.
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vec4 unorm8Value(vec4 v) {
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v = clamp(mix(v, vec4(0.0), isnan(v)), 0.0, 1.0);
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precise vec4 scaled = v * 255.0;
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return floor(scaled + 0.5) * (1.0 / 255.0);
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}
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vec4 snorm8Value(vec4 v) {
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v = clamp(mix(v, vec4(0.0), isnan(v)), -1.0, 1.0);
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precise vec4 scaled = abs(v) * 127.0;
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return sign(v) * floor(scaled + 0.5) * (1.0 / 127.0);
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}
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vec3 unorm10Value(vec3 v) {
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v = clamp(mix(v, vec3(0.0), isnan(v)), 0.0, 1.0);
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precise vec3 scaled = v * 1023.0;
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precise vec3 code = floor(scaled + 0.5);
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precise vec3 value = code * (1.0 / 1023.0);
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// CUDA's float-backed formatted surface stores code/1023 with correctly rounded division. RADV lowers
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// even precise constant division to reciprocal multiplication (24/1024 codes differ by one ulp).
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// Correct the quotient with its fused residual; all 1024 normalized codes then match bit-for-bit.
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return fma(fma(value, vec3(-1023.0), code), vec3(1.0 / 1023.0), value);
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}
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