[PATCH] wined3d: Properly handle immediate NaN and Inf in GLSL backend.

Henri Verbeet hverbeet at gmail.com
Wed Jun 15 06:44:28 CDT 2016


On 14 June 2016 at 10:09, Józef Kucia <joseph.kucia at gmail.com> wrote:
> In my opinion, we do not want to solve the issue with immediate
> constant buffers this way. However, this patch might still be useful.
> Some games (Magicka 2) use shaders which contain NaN values in
> immediate constants. This patch represents a one way to solve the
> issue with NaN values in immediate constants. If we decide that we
> want to apply this change we should be more careful though. We
> probably want to use this for SM4+ shaders only, or use it only when
> GL_ARB_shader_bit_encoding is available.

Note that SM3 and earlier shaders have a similar issue. (In
particular, see "lconst_inf_or_nan" and "load_local_constsF" in struct
wined3d_shader.) It seems tempting to always use unsigned integers for
immediate values if we have ARB_shader_bit_encoding.



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