NaNs handling in pixel shader
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e259343275
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@ -823,6 +823,10 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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WRITE(p, "depth = zCoord;\n");
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// mark all NaNs. Intel yield NaNs because of UBO driver bug. This here is a hack to blame the driver
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WRITE (p, "\tif(isnan(prev.x) || isinf(prev.x) || isnan(prev.y) || isinf(prev.y) || isnan(prev.z) || isinf(prev.z) || isnan(prev.w) || isinf(prev.w))\n"); // TODO: on intel/mesa, here will be a division by zero
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WRITE (p, "\t\tprev = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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WRITE(p, "\tocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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else
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@ -1304,8 +1308,6 @@ static void WriteFog(char *&p)
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// perspective
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// ze = A/(B - (Zs >> B_SHF)
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WRITE (p, "\tfloat ze = " I_FOG"[1].x / (" I_FOG"[1].y - (zCoord / " I_FOG"[1].w));\n");
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WRITE (p, "\tif(isnan(ze))\n"); // TODO: on intel/mesa, here will be a division by zero
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WRITE (p, "\t\tze = 0.0f;\n");
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}
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else
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{
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