[PATCH 3/5] wined3d: Use uintBitsToFloat() for float immediate shader constants.

Józef Kucia jkucia at codeweavers.com
Wed Jul 13 03:52:02 CDT 2016


This fixes issues with special floating-point values in immediate
constants.

Inspired by a patch by Guillaume Charifi.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The spec doesn't guarantee this works for NaNs:
"Returns a float value corresponding to a signed or unsigned integer
encoding of a float.  If a NaN is passed in, it will not signal,
and the resulting value is unspecified. If an Inf is passed in,
the resulting value is the corresponding Inf."
---
 dlls/wined3d/glsl_shader.c | 26 +++++++++++++++++++-------
 1 file changed, 19 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2c04260..0090308 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2548,7 +2548,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                     switch (reg->data_type)
                     {
                         case WINED3D_DATA_FLOAT:
-                            wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
+                            if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+                                sprintf(register_name, "uintBitsToFloat(%#xu)", reg->immconst_data[0]);
+                            else
+                                wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
                             break;
                         case WINED3D_DATA_INT:
                             sprintf(register_name, "%#x", reg->immconst_data[0]);
@@ -2568,12 +2571,21 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
                     switch (reg->data_type)
                     {
                         case WINED3D_DATA_FLOAT:
-                            wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
-                            wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
-                            wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
-                            wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
-                            sprintf(register_name, "vec4(%s, %s, %s, %s)",
-                                    imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
+                            if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
+                            {
+                                sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
+                                        reg->immconst_data[0], reg->immconst_data[1],
+                                        reg->immconst_data[2], reg->immconst_data[3]);
+                            }
+                            else
+                            {
+                                wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
+                                wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
+                                wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
+                                wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
+                                sprintf(register_name, "vec4(%s, %s, %s, %s)",
+                                        imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
+                            }
                             break;
                         case WINED3D_DATA_INT:
                             sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
-- 
2.7.3




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