[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 *)®->immconst_data[0], imm_str[0]);
- wined3d_ftoa(*(const float *)®->immconst_data[1], imm_str[1]);
- wined3d_ftoa(*(const float *)®->immconst_data[2], imm_str[2]);
- wined3d_ftoa(*(const float *)®->immconst_data[3], imm_str[3]);
+ wined3d_glsl_ftoa(*(const float *)®->immconst_data[0], imm_str[0]);
+ wined3d_glsl_ftoa(*(const float *)®->immconst_data[1], imm_str[1]);
+ wined3d_glsl_ftoa(*(const float *)®->immconst_data[2], imm_str[2]);
+ wined3d_glsl_ftoa(*(const float *)®->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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