[Libreoffice-commits] core.git: Branch 'libreoffice-5-2' - vcl/opengl
Tomaž Vajngerl
tomaz.vajngerl at collabora.co.uk
Thu Jun 2 09:16:45 UTC 2016
vcl/opengl/combinedFragmentShader.glsl | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
New commits:
commit 5888dd3e521184637cbe70757262eaf83e20387c
Author: Tomaž Vajngerl <tomaz.vajngerl at collabora.co.uk>
Date: Thu Jun 2 17:48:03 2016 +0900
tdf#100187 fix division by zero in comboFragmentShader
When feather is 0.0 (used when anti-aliasing is disabled) then
we get a "division by zero" situation. As per OpenGL secs. the
shader should not fail in this situation however the result is
undetermined. Most GPUs handled this correctly but on some the
lines didn't draw at all. This should fix this issue.
Change-Id: I56ca2f10c393491807321969c72085ef7690d16a
(cherry picked from commit 7aae883b90850af3f3a0aaada5704682f77c3d02)
Reviewed-on: https://gerrit.libreoffice.org/25809
Reviewed-by: Tor Lillqvist <tml at collabora.com>
Tested-by: Tor Lillqvist <tml at collabora.com>
diff --git a/vcl/opengl/combinedFragmentShader.glsl b/vcl/opengl/combinedFragmentShader.glsl
index c44e75c..8d73d08 100644
--- a/vcl/opengl/combinedFragmentShader.glsl
+++ b/vcl/opengl/combinedFragmentShader.glsl
@@ -29,7 +29,7 @@ void main()
// Calculate the multiplier so we can transform the 0->1 fade factor
// to take feather and line width into account.
- float multiplied = 1.0 / (1.0 - (start / end));
+ float multiplied = start == end ? 1.0 : 1.0 / (1.0 - (start / end));
float dist = (1.0 - abs(fade_factor)) * multiplied;
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