wined3d: Disable vertex shader output clamping.
It looks like NV50+ hardware gets you infinities and NaN's in D3D as well for most things, so we should only need special handling for pow and nrm.
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@ -11233,8 +11233,9 @@ static void fp_special_test(IDirect3DDevice9 *device)
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const char *name;
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const DWORD *ops;
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DWORD size;
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D3DCOLOR color1;
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D3DCOLOR color2;
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D3DCOLOR r600;
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D3DCOLOR nv40;
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D3DCOLOR nv50;
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}
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vs_body[] =
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{
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@ -11248,26 +11249,15 @@ static void fp_special_test(IDirect3DDevice9 *device)
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* component, but here 0.0 also results in 0x00. The actual value is
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* written to the blue component.
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*
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* There are at least two different ways for D3D implementations to
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* handle this. AMD seems to stick mostly to the D3D documentation,
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* and doesn't generate floating point specials in the first place.
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* Note that that doesn't just apply to functions like rcp and rsq,
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* but also basic mul, add, etc. nVidia seems to generate infinities,
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* but then clamp them before sending them to the interpolators. In
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* OpenGL these aren't clamped, and interpolating them generates NANs
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* in the fragment shader, unless flat shading is used (essentially
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* replicating the values instead of interpolating them).
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*
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* I can't currently explain the nVidia results for pow and nrm.
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* They're not specials in the vertex shader, but look like -INF in
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* the pixel shader. */
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{"log", vs_log, sizeof(vs_log), 0x00000000 /* -FLT_MAX */, 0x00ff0000 /* clamp(-INF) */},
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{"pow", vs_pow, sizeof(vs_pow), 0x000000ff /* +FLT_MAX */, 0x0000ff00 /* ??? */},
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{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000 /* 0.0 */, 0x0000ff00 /* ??? */},
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{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
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{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000 /* -FLT_MAX */, 0x00ff0000 /* clamp(-INF) */},
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{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
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{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
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* There are considerable differences between graphics cards in how
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* these are handled, but pow and nrm never generate INF or NAN. */
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{"log", vs_log, sizeof(vs_log), 0x00000000, 0x00ff0000, 0x00ff7f00},
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{"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x0000ff00, 0x000000ff},
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{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x0000ff00, 0x00ff0000},
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{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
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{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000, 0x00ff0000, 0x00ff7f00},
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{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
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{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
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};
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static const DWORD ps_code[] =
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@ -11371,9 +11361,11 @@ static void fp_special_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, vs_body[i].color1, 1) || color_match(color, vs_body[i].color2, 1),
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"Expected color 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
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vs_body[i].color1, vs_body[i].color2, vs_body[i].name, color);
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ok(color_match(color, vs_body[i].r600, 1)
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|| color_match(color, vs_body[i].nv40, 1)
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|| color_match(color, vs_body[i].nv50, 1),
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"Expected color 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
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vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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@ -2222,13 +2222,13 @@ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
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if (dst_size > 1)
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{
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shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
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dst_size, src0_param.param_str, src1_param.param_str);
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shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
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dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
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}
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else
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{
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shader_addline(buffer, "pow(abs(%s), %s));\n",
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src0_param.param_str, src1_param.param_str);
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shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
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src1_param.param_str, src0_param.param_str, src1_param.param_str);
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}
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}
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@ -3799,7 +3799,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
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set[in_idx] = mask;
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shader_glsl_write_mask_to_str(mask, reg_mask);
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shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
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destination, reg_mask, j, reg_mask);
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}
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}
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@ -3847,7 +3847,6 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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shader_buffer_clear(buffer);
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shader_addline(buffer, "#version 120\n");
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shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
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if (ps_major < 3)
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{
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@ -3867,15 +3866,15 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
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{
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if (!semantic_idx)
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shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
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reg_mask, i, reg_mask);
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else if (semantic_idx == 1)
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shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
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{
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shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
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@ -3885,7 +3884,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
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write_mask |= WINED3DSP_WRITEMASK_3;
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shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
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semantic_idx, reg_mask, i, reg_mask);
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if (!(write_mask & WINED3DSP_WRITEMASK_3))
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shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
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@ -3893,11 +3892,11 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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}
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
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{
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shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
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}
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
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{
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shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
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}
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}
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shader_addline(buffer, "}\n");
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@ -3919,12 +3918,12 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
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{
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shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
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shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
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reg_mask, i, reg_mask);
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}
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
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{
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shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
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shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
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}
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}
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