[PATCH] wined3d: Properly handle immediate NaN and Inf in the GLSL backend. (resend)
Guillaume Charifi
guillaume.charifi at sfr.fr
Tue Jun 14 05:04:34 CDT 2016
Signed-off-by: Guillaume Charifi <guillaume.charifi at sfr.fr>
---
dlls/wined3d/glsl_shader.c | 45 ++++++++++++++++++++++++++++-----------------
1 file changed, 28 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index def224c..3310147 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -321,14 +321,25 @@ static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info
return "#version 120";
}
-static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
+/* Allow raw NaN and Inf in GLSL source. */
+static void wined3d_glsl_ftoa(const struct wined3d_gl_info *gl_info, float value, char *s)
{
- char str[4][17];
+ /* We need a buffer of at least 29 characters (sizeof "uintBitsToFloat(0xFFFFFFFFu)"). */
+ if (!isfinite(value) && gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ snprintf(s, 29, "uintBitsToFloat(%#xu)", *(unsigned int *)&value);
+ else
+ wined3d_ftoa(value, s);
+}
+
+static void shader_glsl_append_imm_vec4(const struct wined3d_gl_info *gl_info,
+ struct wined3d_string_buffer *buffer, const float *values)
+{
+ char str[4][29];
- 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(gl_info, values[0], str[0]);
+ wined3d_glsl_ftoa(gl_info, values[1], str[1]);
+ wined3d_glsl_ftoa(gl_info, values[2], str[2]);
+ wined3d_glsl_ftoa(gl_info, values[3], str[3]);
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
@@ -2147,10 +2158,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
if (ps_args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
+ shader_glsl_append_imm_vec4(gl_info, buffer, wined3d_srgb_const0);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
+ shader_glsl_append_imm_vec4(gl_info, buffer, wined3d_srgb_const1);
shader_addline(buffer, ";\n");
}
if (reg_maps->vpos || reg_maps->usesdsy)
@@ -2199,7 +2210,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
- shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
+ shader_glsl_append_imm_vec4(gl_info, buffer, (const float *)lconst->value);
shader_addline(buffer, ";\n");
}
}
@@ -2299,7 +2310,7 @@ 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][29];
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 +2524,7 @@ 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(gl_info, *(const float *)reg->immconst_data, register_name);
break;
case WINED3D_DATA_INT:
sprintf(register_name, "%#x", reg->immconst_data[0]);
@@ -2533,10 +2544,10 @@ 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(gl_info, *(const float *)®->immconst_data[0], imm_str[0]);
+ wined3d_glsl_ftoa(gl_info, *(const float *)®->immconst_data[1], imm_str[1]);
+ wined3d_glsl_ftoa(gl_info, *(const float *)®->immconst_data[2], imm_str[2]);
+ wined3d_glsl_ftoa(gl_info, *(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;
@@ -7058,10 +7069,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (settings->sRGB_write)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
+ shader_glsl_append_imm_vec4(gl_info, buffer, wined3d_srgb_const0);
shader_addline(buffer, ";\n");
shader_addline(buffer, "const vec4 srgb_const1 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
+ shader_glsl_append_imm_vec4(gl_info, buffer, wined3d_srgb_const1);
shader_addline(buffer, ";\n");
}
--
2.7.4
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