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.
18 lines
674 B
GLSL
18 lines
674 B
GLSL
// RADV's rgba16f image stores truncate before the copy path's UNORM conversion.
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// Preserve that half-store + blit result when writing RGB10A2 directly. Below
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// binary16's normal range both 10-bit RGB and 2-bit alpha quantize to zero, and
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// overflow saturates, so a normal-range mantissa mask suffices for this format.
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#ifndef OUTPUT_RGB10
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#define OUTPUT_RGB10 0
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#endif
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#if OUTPUT_RGB10
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#define FINAL_OUTPUT_FORMAT rgb10_a2
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vec4 finalOutputValue(vec4 value) {
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vec4 rounded = uintBitsToFloat(floatBitsToUint(value) & 0xffffe000u);
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return mix(rounded, value, isnan(value));
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}
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#else
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#define FINAL_OUTPUT_FORMAT rgba16f
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#define finalOutputValue(value) (value)
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#endif
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