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glsl: Reinstate constant-folding for division by zero

Fixes regression: https://bugs.freedesktop.org/show_bug.cgi?id=34160

Commit e7c1f058d1 disabled constant-folding
when division-by-zero occured. This was a mistake, because the spec does
allow division by zero. (From section 5.9 of the GLSL 1.20 spec: Dividing
by zero does not cause an exception but does result in an unspecified
value.)

For floating-point division, the original pre-e7c1f05 behavior is
reinstated.

For integer division, constant-fold 1/0 to 0.
tags/android-x86-2.2-r2
Chad Versace hace 14 años
padre
commit
62c8c77333
Se han modificado 1 ficheros con 21 adiciones y 21 borrados
  1. 21
    21
      src/glsl/ir_constant_expression.cpp

+ 21
- 21
src/glsl/ir_constant_expression.cpp Ver fichero

@@ -310,13 +310,9 @@ ir_expression::constant_expression_value()
break;

case ir_unop_rsq:
/* FINISHME: Emit warning when division-by-zero is detected. */
assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
for (unsigned c = 0; c < op[0]->type->components(); c++) {
float s = sqrtf(op[0]->value.f[c]);
if (s == 0)
return NULL;
data.f[c] = 1.0F / s;
data.f[c] = 1.0F / sqrtf(op[0]->value.f[c]);
}
break;

@@ -519,18 +515,20 @@ ir_expression::constant_expression_value()

switch (op[0]->type->base_type) {
case GLSL_TYPE_UINT:
if (op[1]->value.u[c1] == 0)
return NULL;
data.u[c] = op[0]->value.u[c0] / op[1]->value.u[c1];
if (op[1]->value.u[c1] == 0) {
data.u[c] = 0;
} else {
data.u[c] = op[0]->value.u[c0] / op[1]->value.u[c1];
}
break;
case GLSL_TYPE_INT:
if (op[1]->value.i[c1] == 0)
return NULL;
data.i[c] = op[0]->value.i[c0] / op[1]->value.i[c1];
if (op[1]->value.i[c1] == 0) {
data.i[c] = 0;
} else {
data.i[c] = op[0]->value.i[c0] / op[1]->value.i[c1];
}
break;
case GLSL_TYPE_FLOAT:
if (op[1]->value.f[c1] == 0)
return NULL;
data.f[c] = op[0]->value.f[c0] / op[1]->value.f[c1];
break;
default:
@@ -548,18 +546,20 @@ ir_expression::constant_expression_value()

switch (op[0]->type->base_type) {
case GLSL_TYPE_UINT:
if (op[1]->value.u[c1] == 0)
return NULL;
data.u[c] = op[0]->value.u[c0] % op[1]->value.u[c1];
if (op[1]->value.u[c1] == 0) {
data.u[c] = 0;
} else {
data.u[c] = op[0]->value.u[c0] % op[1]->value.u[c1];
}
break;
case GLSL_TYPE_INT:
if (op[1]->value.i[c1] == 0)
return NULL;
data.i[c] = op[0]->value.i[c0] % op[1]->value.i[c1];
if (op[1]->value.i[c1] == 0) {
data.i[c] = 0;
} else {
data.i[c] = op[0]->value.i[c0] % op[1]->value.i[c1];
}
break;
case GLSL_TYPE_FLOAT:
if (op[1]->value.f[c1] == 0)
return NULL;
/* We don't use fmod because it rounds toward zero; GLSL specifies
* the use of floor.
*/

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