From: Paul Gofman Subject: Re: [PATCH v2] wined3d: Avoid using float literals for MAX_FLOAT in GLSL when possible. Message-Id: Date: Sat, 6 Apr 2019 00:28:20 +0300 In-Reply-To: <20190405180809.15555-1-gofmanp@gmail.com> References: <20190405180809.15555-1-gofmanp@gmail.com> After testing a bit more I figured out the exact conditions which lead to shader compilation failure, and given those conditions are reliably avoided by CSMT I don't think anymore that thisĀ  patch is much useful. Please disregard it, sorry for the noise. Just in case, I wrote all the details here: https://bugs.winehq.org/show_bug.cgi?id=46821#c5 On 4/5/19 21:08, Paul Gofman wrote: > When application uses FLT_MAX in shader local constants, GLSL shader code gets > 3.40282347e+38 string literal. Sometimes (seemingly depending on some > side factors) NVIDIA GLSL compiler rejects such shaders with > 'floating point constant overflow' error.