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

Józef Kucia joseph.kucia at gmail.com
Wed Jun 15 08:36:44 CDT 2016


On Wed, Jun 15, 2016 at 1:44 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
> 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.

Yes, it's tempting and it might lead to nicer code, i.e.
wined3d_glsl_ftoa() should not be needed.



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