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.
Signed-off-by: Paul Gofman <gofmanp(a)gmail.com>
---
v2:
- removed leftover debug change in utils.c.
dlls/d3d9/tests/visual.c | 48 ++++++++++++++++++++++++++++++++++++--
dlls/wined3d/glsl_shader.c | 33 +++++++++++++++++---------
2 files changed, 68 insertions(+), 13 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 85c1fa1bf8..36465f2156 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -28,6 +28,7 @@
* causes visible results in games can be tested in a way that does not depend on pixel exactness
*/
+#include <float.h>
#include <limits.h>
#include <math.h>
@@ -16644,7 +16645,23 @@ static void fp_special_test(void)
0x0000ffff, /* end */
};
- struct
+ static const DWORD ps_fltmax_code[] =
+ {
+ 0xffff0200, /* ps_2_0 */
+ 0x05000051, 0xa00f0000, 0x7f7fffff, 0xff7fffff, 0x7f7fffff, 0xff7fffff, /* def c0, FLT_MAX, -FLT_MAX,
+ * FLT_MAX, -FLT_MAX */
+ 0x05000051, 0xa00f0002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c2, 1.0, 1.0, 1.0, 1.0 */
+ 0x05000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c3, 0.5, 0.5, 0.5, 0.5 */
+ 0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
+ 0x03000002, 0x800f0000, 0xa0e40000, 0x81e40001, /* add r0, c0, -r1 */
+ 0x02000023, 0x800f0000, 0x80e40000, /* abs r0, r0 */
+ 0x02000001, 0x800f0001, 0xa0e40003, /* mov r1, c3 */
+ 0x04000058, 0x800f0000, 0x81e40000, 0xa0e40002, 0x80e40001, /* cmp r0, -r0, c2, r1 */
+ 0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
+ 0x0000ffff, /* end */
+ };
+
+ static const struct
{
float x, y, z;
float s;
@@ -16657,10 +16674,12 @@ static void fp_special_test(void)
{ 1.0f, -1.0f, 1.0f, 0.0f},
};
+ static const struct vec4 const_max_flt = {FLT_MAX, -FLT_MAX, FLT_MAX, -FLT_MAX};
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
UINT body_size = 0;
IDirect3D9 *d3d;
+ D3DCOLOR color;
DWORD *vs_code;
ULONG refcount;
D3DCAPS9 caps;
@@ -16712,7 +16731,6 @@ static void fp_special_test(void)
{
DWORD offset = ARRAY_SIZE(vs_header);
IDirect3DVertexShader9 *vs;
- D3DCOLOR color;
memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size);
offset += vs_body[i].size / sizeof(*vs_body[i].ops);
@@ -16752,6 +16770,32 @@ static void fp_special_test(void)
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
+
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_fltmax_code, &ps);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetPixelShader(device, ps);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, &const_max_flt.x, 1);
+ ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = getPixelColor(device, 320, 240);
+ ok(color == 0x00ffffff, "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ IDirect3DPixelShader9_Release(ps);
+
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 746d7cfa36..4a60f6e0e4 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -432,14 +432,25 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
}
-static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
+static void shader_glsl_imm_float_literal(float value, char *str,
+ const struct wined3d_gl_info *gl_info)
+{
+ if (fabsf(value) == FLT_MAX && isfinite(value) && gl_info->supported[ARB_SHADER_BIT_ENCODING])
+ strcpy(str, value == FLT_MAX ? "uintBitsToFloat(0x7f7fffffu)"
+ : "uintBitsToFloat(0xff7fffffu)");
+ else
+ wined3d_ftoa(value, str);
+}
+
+static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values,
+ const struct wined3d_gl_info *gl_info)
{
- char str[4][17];
+ 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]);
+ shader_glsl_imm_float_literal(values[0], str[0], gl_info);
+ shader_glsl_imm_float_literal(values[1], str[1], gl_info);
+ shader_glsl_imm_float_literal(values[2], str[2], gl_info);
+ shader_glsl_imm_float_literal(values[3], str[3], gl_info);
shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
}
@@ -2932,7 +2943,7 @@ 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(buffer, (const float *)lconst->value, gl_info);
shader_addline(buffer, ";\n");
}
}
@@ -8104,10 +8115,10 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
if (args->srgb_correction)
{
shader_addline(buffer, "const vec4 srgb_const0 = ");
- shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
+ shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0, gl_info);
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(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}
if (reg_maps->vpos || reg_maps->usesdsy)
@@ -10001,10 +10012,10 @@ 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(buffer, wined3d_srgb_const0, gl_info);
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(buffer, wined3d_srgb_const1, gl_info);
shader_addline(buffer, ";\n");
}
--
2.20.1