From: Guillaume Charifi Subject: [PATCH] wined3d: Properly handle immediate NaN and Inf in the GLSL backend. (resend) Message-Id: <1465898674-29697-1-git-send-email-guillaume.charifi@sfr.fr> Date: Tue, 14 Jun 2016 12:04:34 +0200 Signed-off-by: Guillaume Charifi --- 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