si_shader_binary_read_config(binary, conf, 0);
+ /* Enable 64-bit and 16-bit denormals, because there is no performance
+ * cost.
+ *
+ * If denormals are enabled, all floating-point output modifiers are
+ * ignored.
+ *
+ * Don't enable denormals for 32-bit floats, because:
+ * - Floating-point output modifiers would be ignored by the hw.
+ * - Some opcodes don't support denormals, such as v_mad_f32. We would
+ * have to stop using those.
+ * - SI & CI would be very slow.
+ */
+ conf->float_mode |= V_00B028_FP_64_DENORMS;
+
FREE(binary->config);
FREE(binary->global_symbol_offsets);
binary->config = NULL;
shader->config.rsrc1 = S_00B528_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B528_SGPRS((num_sgprs - 1) / 8) |
S_00B528_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B528_DX10_CLAMP(1);
+ S_00B528_DX10_CLAMP(1) |
+ S_00B528_FLOAT_MODE(shader->config.float_mode);
shader->config.rsrc2 = S_00B52C_USER_SGPR(num_user_sgprs) |
S_00B52C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0);
}
si_pm4_set_reg(pm4, R_00B428_SPI_SHADER_PGM_RSRC1_HS,
S_00B428_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B428_SGPRS((num_sgprs - 1) / 8) |
- S_00B428_DX10_CLAMP(1));
+ S_00B428_DX10_CLAMP(1) |
+ S_00B428_FLOAT_MODE(shader->config.float_mode));
si_pm4_set_reg(pm4, R_00B42C_SPI_SHADER_PGM_RSRC2_HS,
S_00B42C_USER_SGPR(num_user_sgprs) |
S_00B42C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
S_00B328_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B328_SGPRS((num_sgprs - 1) / 8) |
S_00B328_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B328_DX10_CLAMP(1));
+ S_00B328_DX10_CLAMP(1) |
+ S_00B328_FLOAT_MODE(shader->config.float_mode));
si_pm4_set_reg(pm4, R_00B32C_SPI_SHADER_PGM_RSRC2_ES,
S_00B32C_USER_SGPR(num_user_sgprs) |
S_00B32C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
si_pm4_set_reg(pm4, R_00B228_SPI_SHADER_PGM_RSRC1_GS,
S_00B228_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B228_SGPRS((num_sgprs - 1) / 8) |
- S_00B228_DX10_CLAMP(1));
+ S_00B228_DX10_CLAMP(1) |
+ S_00B228_FLOAT_MODE(shader->config.float_mode));
si_pm4_set_reg(pm4, R_00B22C_SPI_SHADER_PGM_RSRC2_GS,
S_00B22C_USER_SGPR(num_user_sgprs) |
S_00B22C_SCRATCH_EN(shader->config.scratch_bytes_per_wave > 0));
S_00B128_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B128_SGPRS((num_sgprs - 1) / 8) |
S_00B128_VGPR_COMP_CNT(vgpr_comp_cnt) |
- S_00B128_DX10_CLAMP(1));
+ S_00B128_DX10_CLAMP(1) |
+ S_00B128_FLOAT_MODE(shader->config.float_mode));
si_pm4_set_reg(pm4, R_00B12C_SPI_SHADER_PGM_RSRC2_VS,
S_00B12C_USER_SGPR(num_user_sgprs) |
S_00B12C_SO_BASE0_EN(!!shader->selector->so.stride[0]) |
si_pm4_set_reg(pm4, R_00B028_SPI_SHADER_PGM_RSRC1_PS,
S_00B028_VGPRS((shader->config.num_vgprs - 1) / 4) |
S_00B028_SGPRS((num_sgprs - 1) / 8) |
- S_00B028_DX10_CLAMP(1));
+ S_00B028_DX10_CLAMP(1) |
+ S_00B028_FLOAT_MODE(shader->config.float_mode));
si_pm4_set_reg(pm4, R_00B02C_SPI_SHADER_PGM_RSRC2_PS,
S_00B02C_EXTRA_LDS_SIZE(shader->config.lds_size) |
S_00B02C_USER_SGPR(num_user_sgprs) |