[PATCH v2] wined3d: Avoid using float literals for MAX_FLOAT in GLSL when possible.
Paul Gofman
gofmanp at gmail.com
Fri Apr 5 16:28:20 CDT 2019
After testing a bit more I figured out the exact conditions which lead
to shader compilation failure, and given those conditions are reliably
avoided by CSMT I don't think anymore that thisĀ patch is much useful.
Please disregard it, sorry for the noise.
Just in case, I wrote all the details here:
https://bugs.winehq.org/show_bug.cgi?id=46821#c5
On 4/5/19 21:08, Paul Gofman wrote:
> When application uses FLT_MAX in shader local constants, GLSL shader code gets
> 3.40282347e+38 string literal. Sometimes (seemingly depending on some
> side factors) NVIDIA GLSL compiler rejects such shaders with
> 'floating point constant overflow' error.
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