Am 06.04.19 um 00:28 schrieb Paul Gofman:
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 this patch is much useful. Please disregard it, sorry for the noise.
I suspect the application changed the FPU precision to single precision or something like that. I remember that there is (was?) some bug where the nvidia driver didn't parse a float literal that was not MAX_FLOAT correctly and the resulting loss of precision broke the shader.
Other drivers parsed it correctly even with the FPU in single precision mode.