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authorChad Versace <chad.versace@intel.com>2011-02-14 13:22:39 -0800
committerIan Romanick <ian.d.romanick@intel.com>2011-02-28 14:52:09 -0800
commit614eff1fc6046f728d9faced84ffedb15cb601b1 (patch)
tree7e33e4bae53ad09d9d3b32fd932d701cd22dca37
parent89576ea75b06681081883f0f9c5a2e0e2d44c837 (diff)
glsl: Reinstate constant-folding for division by zero
Fixes regression: https://bugs.freedesktop.org/show_bug.cgi?id=34160 Commit e7c1f058d18f62aa4871aec623f994d7b68cb8c1 disabled constant-folding when division-by-zero occured. This was a mistake, because the spec does allow division by zero. (From section 5.9 of the GLSL 1.20 spec: Dividing by zero does not cause an exception but does result in an unspecified value.) For floating-point division, the original pre-e7c1f05 behavior is reinstated. For integer division, constant-fold 1/0 to 0. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> (cherry picked from commit 62c8c773334c1b0cdd484997a4ccec8945713f8c)
-rw-r--r--src/glsl/ir_constant_expression.cpp24
1 files changed, 20 insertions, 4 deletions
diff --git a/src/glsl/ir_constant_expression.cpp b/src/glsl/ir_constant_expression.cpp
index cf958aa7a17..b5850bea10e 100644
--- a/src/glsl/ir_constant_expression.cpp
+++ b/src/glsl/ir_constant_expression.cpp
@@ -514,10 +514,18 @@ ir_expression::constant_expression_value()
switch (op[0]->type->base_type) {
case GLSL_TYPE_UINT:
- data.u[c] = op[0]->value.u[c0] / op[1]->value.u[c1];
+ if (op[1]->value.u[c1] == 0) {
+ data.u[c] = 0;
+ } else {
+ data.u[c] = op[0]->value.u[c0] / op[1]->value.u[c1];
+ }
break;
case GLSL_TYPE_INT:
- data.i[c] = op[0]->value.i[c0] / op[1]->value.i[c1];
+ if (op[1]->value.i[c1] == 0) {
+ data.i[c] = 0;
+ } else {
+ data.i[c] = op[0]->value.i[c0] / op[1]->value.i[c1];
+ }
break;
case GLSL_TYPE_FLOAT:
data.f[c] = op[0]->value.f[c0] / op[1]->value.f[c1];
@@ -536,10 +544,18 @@ ir_expression::constant_expression_value()
switch (op[0]->type->base_type) {
case GLSL_TYPE_UINT:
- data.u[c] = op[0]->value.u[c0] % op[1]->value.u[c1];
+ if (op[1]->value.u[c1] == 0) {
+ data.u[c] = 0;
+ } else {
+ data.u[c] = op[0]->value.u[c0] % op[1]->value.u[c1];
+ }
break;
case GLSL_TYPE_INT:
- data.i[c] = op[0]->value.i[c0] % op[1]->value.i[c1];
+ if (op[1]->value.i[c1] == 0) {
+ data.i[c] = 0;
+ } else {
+ data.i[c] = op[0]->value.i[c0] % op[1]->value.i[c1];
+ }
break;
case GLSL_TYPE_FLOAT:
/* We don't use fmod because it rounds toward zero; GLSL specifies