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[memory, vk] TEST: Tiled GPU optimization try #1
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@@ -560,6 +560,60 @@ struct Values {
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false,
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&sample_shading};
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#ifdef ANDROID
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// Shader Float Controls (Android only) - Eden Veil / Extensions
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// Force enable VK_KHR_shader_float_controls even if driver has known issues
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// Allows fine-tuning float behavior to match Switch/Maxwell or optimize performance
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SwitchableSetting<bool> shader_float_controls_force_enable{linkage,
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false,
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"shader_float_controls_force_enable",
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Category::RendererExtensions,
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Specialization::Paired};
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// Individual float behavior controls (visible only when force_enable is true)
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// Multiple can be active simultaneously EXCEPT FTZ and DenormPreserve (mutually exclusive)
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//
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// Recommended configurations:
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// Switch-native: FTZ=ON, RTE=ON, SignedZero=ON (matches Maxwell behavior)
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// Performance: FTZ=ON only (fastest)
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// Accuracy: DenormPreserve=ON, RTE=ON, SignedZero=ON (slowest, highest precision)
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SwitchableSetting<bool> shader_float_ftz{linkage,
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false,
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"shader_float_ftz",
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Category::RendererExtensions,
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Specialization::Default,
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true,
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false,
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&shader_float_controls_force_enable};
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SwitchableSetting<bool> shader_float_denorm_preserve{linkage,
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false,
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"shader_float_denorm_preserve",
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Category::RendererExtensions,
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Specialization::Default,
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true,
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false,
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&shader_float_controls_force_enable};
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SwitchableSetting<bool> shader_float_rte{linkage,
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false,
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"shader_float_rte",
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Category::RendererExtensions,
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Specialization::Default,
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true,
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false,
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&shader_float_controls_force_enable};
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SwitchableSetting<bool> shader_float_signed_zero_inf_nan{linkage,
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false,
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"shader_float_signed_zero_inf_nan",
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Category::RendererExtensions,
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Specialization::Default,
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true,
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false,
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&shader_float_controls_force_enable};
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#endif
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Setting<bool> renderer_debug{linkage, false, "debug", Category::RendererDebug};
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Setting<bool> renderer_shader_feedback{linkage, false, "shader_feedback",
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Category::RendererDebug};
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