Force reciprocal operation with value biased by constant to be precise on macOS (#5110)
* Force operations to be precise in some cases on SPIR-V * Make it a bit more strict, add comments * Shader cache version bump
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@ -2245,7 +2245,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2256,7 +2256,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2316,7 +2316,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP64(), context.GetFP64(src1), context.GetFP64(src2), context.GetFP64(src3));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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@ -2327,7 +2327,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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var result = emitF(context.TypeFP32(), context.GetFP32(src1), context.GetFP32(src2), context.GetFP32(src3));
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision())
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if (!context.Config.GpuAccessor.QueryHostReducedPrecision() || operation.ForcePrecise)
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{
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context.Decorate(result, Decoration.NoContraction);
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}
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