[Mesa-dev] [Bug 107089] [GLSL] "Multiplication by zero" optimization for floating point expression should be skipped

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Jul 2 15:29:35 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=107089

--- Comment #1 from Ilia Mirkin <imirkin at alum.mit.edu> ---
GLSL's approach to NaN is pretty weak.

https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_shader_precision.txt

"""
    The following rules apply to both single and double precision operations:  
    Dividing by 0 results in the appropriately signed IEEE Inf.  Any
denormalized 
    value input into a shader or potentially generated by an operation in a
shader 
    can be flushed to 0.  In general, correct signedness of 0 is not required. 
The 
    rounding mode cannot be set and is undefined.  Support for signaling NaNs
is 
    not required and exceptions are never raised.  Operations and built-in
functions 
    that operate on a NaN are not required to return a NaN as the result.
"""

So NaN * 0 -> 0 appears to be a valid transformation. I haven't gone back and
checked what's in the core specs, but I doubt it's any different.

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