Make linearstep definitely return 1 for x > edge1 #2064
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Description
The division (xclamped - edge0) / (edge1 - edge0) is not guaranteed to be exactly 1 for xclamped == edge1 if the backend floating point math has higher than expected error bounds. Eg. it is common on GPU backends to use faster but less precise instructions for division.
The modified code is mathematically equivalent and it logically guarantees the returned value is exactly 1.0 for x > edge1 > edge0.
Fixes #2063
Tests
This should not break the existing test for linearstep. A difference in behaviour will be observed only on back-ends that implement some form of fast math.
Checklist:
already run clang-format v17 before submitting, I definitely will look at
the CI test that runs clang-format and fix anything that it highlights as
being nonconforming.