[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 18:41:21 UTC 2018


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

--- Comment #2 from Roland Scheidegger <sroland at vmware.com> ---
(In reply to Ilia Mirkin from comment #1)
> 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.
For this particular shader, it's actually -Inf * 0.0 -> NaN that is checked.
The optimization though looks unsafe to me. Although sure enough glsl allows
this crazyness (I mean why does it even have a isnan function if you're not
required to generate NaNs...), but some (newer) apps might expect ieee754
behavior (or they might expect d3d10 behavior, which is the same wrt NaNs).

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