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

Guillaume Charifi guillaume.charifi at sfr.fr
Mon Jun 13 14:30:44 CDT 2016


Signed-off-by: Guillaume Charifi <guillaume.charifi at sfr.fr>
---
 dlls/wined3d/glsl_shader.c | 36 +++++++++++++++++++++++++-----------
 1 file changed, 25 insertions(+), 11 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index def224c..fde4c5e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -34,6 +34,8 @@
 
 #include <limits.h>
 #include <stdio.h>
+#include <stdint.h>
+#include <inttypes.h>
 #ifdef HAVE_FLOAT_H
 # include <float.h>
 #endif
@@ -321,14 +323,26 @@ static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info
         return "#version 120";
 }
 
+/* Allow raw NaN and Inf in GLSL code. */
+void wined3d_glsl_ftoa(float value, char *s)
+{
+    if (!isfinite(value))
+    {
+        /* We need a buffer of at least 28 characters. */
+        snprintf(s, 28, "uintBitsToFloat(%"PRIu32"u)", *(uint32_t *)&value);
+    }
+    else
+        wined3d_ftoa(value, s);
+}
+
 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
 {
-    char str[4][17];
+    char str[4][28];
 
-    wined3d_ftoa(values[0], str[0]);
-    wined3d_ftoa(values[1], str[1]);
-    wined3d_ftoa(values[2], str[2]);
-    wined3d_ftoa(values[3], str[3]);
+    wined3d_glsl_ftoa(values[0], str[0]);
+    wined3d_glsl_ftoa(values[1], str[1]);
+    wined3d_glsl_ftoa(values[2], str[2]);
+    wined3d_glsl_ftoa(values[3], str[3]);
     shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
 }
 
@@ -2299,7 +2313,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
     const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
     const char *prefix = shader_glsl_get_prefix(version->type);
     struct glsl_src_param rel_param0, rel_param1;
-    char imm_str[4][17];
+    char imm_str[4][28];
 
     if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
         shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
@@ -2513,7 +2527,7 @@ 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);
+                            wined3d_glsl_ftoa(*(const float *)reg->immconst_data, register_name);
                             break;
                         case WINED3D_DATA_INT:
                             sprintf(register_name, "%#x", reg->immconst_data[0]);
@@ -2533,10 +2547,10 @@ 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[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]);
+                            wined3d_glsl_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
+                            wined3d_glsl_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
+                            wined3d_glsl_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
+                            wined3d_glsl_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;
-- 
2.7.4




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