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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-09 09:56:50 +0200 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-05-10 07:59:33 +0200 |
commit | 8b329ddcc9b39353b9545289b3bd653a77db0103 (patch) | |
tree | 6789cbf1016daecc6bdc373b4d8b79b92463d538 /src | |
parent | shader_ir: Separate float-point comparisons in ordered and unordered (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index d071abd84..960ebf1a1 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -1845,6 +1845,15 @@ private: static_assert(!unordered || type == Type::Float); const Expression expr = GenerateBinaryInfix(operation, op, Type::Bool, type, type); + + if constexpr (op.compare("!=") == 0 && type == Type::Float && !unordered) { + // GLSL's operator!=(float, float) doesn't seem be ordered. This happens on both AMD's + // and Nvidia's proprietary stacks. Manually force an ordered comparison. + return {fmt::format("({} && !isnan({}) && !isnan({}))", expr.AsBool(), + VisitOperand(operation, 0).AsFloat(), + VisitOperand(operation, 1).AsFloat()), + Type::Bool}; + } if constexpr (!unordered) { return expr; } |