[Bug 34266] Division by zero in shader results in NaNs

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Aug 17 03:58:19 CDT 2013


http://bugs.winehq.org/show_bug.cgi?id=34266

--- Comment #4 from Andrew Church <achurch+wine at achurch.org> 2013-08-17 03:58:19 CDT ---
Thanks for the insight.  (For reference, I'm using an NVIDIA GTX450; I'm not
familiar with the ISA, but I assume it has a similar zeroing MUL instruction
for use with D3D9.)

It looks like D3D10 and later follow the IEEE rules as well, so I'm not sure
how much support we could get for an OpenGL extension just to support legacy
shaders.  I wonder if we could work around the problem with the mix() function
from GLSL 1.30?  Something like:

dest = mix(vecN(0), a * b, equal(a, vecN(0)) || equal(b, vecN(0)))

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