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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [GLSL] "Multiplication by zero" optimization for floating point expression should be skipped"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107089#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [GLSL] "Multiplication by zero" optimization for floating point expression should be skipped"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107089">bug 107089</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=107089#c1">comment #1</a>)
<span class="quote">> 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.</span >
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).</pre>
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