wined3d: Handle zero-length vectors for WINED3DSIH_NRM.
Unfortunately there's no reliable way to generate infinity in GLSL, but a sufficiently large value will probably do. The important part of the patch is that we don't generate NaN, because that will keep propagating through the entire shader.
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@ -1172,6 +1172,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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}
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shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
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/* Start the main program */
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shader_addline(buffer, "void main() {\n");
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if(pshader && reg_maps->vpos) {
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@ -2127,7 +2129,6 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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case WINED3DSIH_MAX: instruction = "max"; break;
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case WINED3DSIH_ABS: instruction = "abs"; break;
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case WINED3DSIH_FRC: instruction = "fract"; break;
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case WINED3DSIH_NRM: instruction = "normalize"; break;
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case WINED3DSIH_EXP: instruction = "exp2"; break;
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case WINED3DSIH_DSX: instruction = "dFdx"; break;
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case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
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@ -2154,6 +2155,22 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
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shader_addline(buffer, "));\n");
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}
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static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
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{
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struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
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glsl_src_param_t src_param;
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DWORD write_mask;
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char dst_mask[6];
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write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
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shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
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shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
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shader_glsl_append_dst(buffer, ins);
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shader_addline(buffer, "tmp0.x == 0.0 ? (%s * FLT_MAX) : (%s / tmp0.x));",
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src_param.param_str, src_param.param_str);
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}
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/** Process the WINED3DSIO_EXPP instruction in GLSL:
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* For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
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* dst.x = 2^(floor(src))
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@ -4941,7 +4958,7 @@ static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TAB
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/* WINED3DSIH_MOVA */ shader_glsl_mov,
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/* WINED3DSIH_MUL */ shader_glsl_arith,
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/* WINED3DSIH_NOP */ NULL,
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/* WINED3DSIH_NRM */ shader_glsl_map2gl,
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/* WINED3DSIH_NRM */ shader_glsl_nrm,
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/* WINED3DSIH_PHASE */ NULL,
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/* WINED3DSIH_POW */ shader_glsl_pow,
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/* WINED3DSIH_RCP */ shader_glsl_rcp,
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