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.