[PATCH v2] wined3d: Avoid using float literals for MAX_FLOAT in GLSL when possible.

Stefan Dösinger stefandoesinger at gmail.com
Sat Apr 6 04:06:27 CDT 2019


Am 06.04.19 um 00:28 schrieb Paul Gofman:
> 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 this  patch is much useful.
> Please disregard it, sorry for the noise.
I suspect the application changed the FPU precision to single precision
or something like that. I remember that there is (was?) some bug where
the nvidia driver didn't parse a float literal that was not MAX_FLOAT
correctly and the resulting loss of precision broke the shader.

Other drivers parsed it correctly even with the FPU in single precision
mode.


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