Commit 56a2f95f by Olli Etuaho Committed by Commit Bot

Output infinity and NaN literals correctly in shaders

Previously infinity and NaN resulting from constant folding would be clamped to finite 32-bit float range when they were written in shader output. Now they are written as a bit pattern in case the shader version allows it. This does not guarantee that NaNs work, but this is fine, since ESSL 3.00.6 spec has very loose requirements when it comes to NaNs. BUG=angleproject:1654 TEST=angle_end2end_tests Change-Id: I9997000beeaa8ed22523c22d5cf6929cdfc93f60 Reviewed-on: https://chromium-review.googlesource.com/417301 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 2ad1c490
......@@ -7,6 +7,7 @@
#include "compiler/translator/OutputGLSLBase.h"
#include "common/debug.h"
#include "common/mathutil.h"
#include <cfloat>
......@@ -112,6 +113,18 @@ void TOutputGLSLBase::writeInvariantQualifier(const TType &type)
}
}
void TOutputGLSLBase::writeFloat(TInfoSinkBase &out, float f)
{
if ((gl::isInf(f) || gl::isNaN(f)) && mShaderVersion >= 300)
{
out << "uintBitsToFloat(" << gl::bitCast<uint32_t>(f) << "u)";
}
else
{
out << std::min(FLT_MAX, std::max(-FLT_MAX, f));
}
}
void TOutputGLSLBase::writeTriplet(
Visit visit, const char *preStr, const char *inStr, const char *postStr)
{
......@@ -329,8 +342,8 @@ const TConstantUnion *TOutputGLSLBase::writeConstantUnion(
switch (pConstUnion->getType())
{
case EbtFloat:
out << std::min(FLT_MAX, std::max(-FLT_MAX, pConstUnion->getFConst()));
break;
writeFloat(out, pConstUnion->getFConst());
break;
case EbtInt:
out << pConstUnion->getIConst();
break;
......
......@@ -35,6 +35,7 @@ class TOutputGLSLBase : public TIntermTraverser
protected:
TInfoSinkBase &objSink() { return mObjSink; }
void writeFloat(TInfoSinkBase &out, float f);
void writeTriplet(Visit visit, const char *preStr, const char *inStr, const char *postStr);
void writeLayoutQualifier(const TType &type);
void writeInvariantQualifier(const TType &type);
......
......@@ -31,16 +31,28 @@
namespace sh
{
namespace
void OutputHLSL::writeFloat(TInfoSinkBase &out, float f)
{
// This is known not to work for NaN on all drivers but make the best effort to output NaNs
// regardless.
if ((gl::isInf(f) || gl::isNaN(f)) && mShaderVersion >= 300 &&
mOutputType == SH_HLSL_4_1_OUTPUT)
{
out << "asfloat(" << gl::bitCast<uint32_t>(f) << "u)";
}
else
{
out << std::min(FLT_MAX, std::max(-FLT_MAX, f));
}
}
void WriteSingleConstant(TInfoSinkBase &out, const TConstantUnion *const constUnion)
void OutputHLSL::writeSingleConstant(TInfoSinkBase &out, const TConstantUnion *const constUnion)
{
ASSERT(constUnion != nullptr);
switch (constUnion->getType())
{
case EbtFloat:
out << std::min(FLT_MAX, std::max(-FLT_MAX, constUnion->getFConst()));
writeFloat(out, constUnion->getFConst());
break;
case EbtInt:
out << constUnion->getIConst();
......@@ -56,14 +68,14 @@ void WriteSingleConstant(TInfoSinkBase &out, const TConstantUnion *const constUn
}
}
const TConstantUnion *WriteConstantUnionArray(TInfoSinkBase &out,
const TConstantUnion *const constUnion,
const size_t size)
const TConstantUnion *OutputHLSL::writeConstantUnionArray(TInfoSinkBase &out,
const TConstantUnion *const constUnion,
const size_t size)
{
const TConstantUnion *constUnionIterated = constUnion;
for (size_t i = 0; i < size; i++, constUnionIterated++)
{
WriteSingleConstant(out, constUnionIterated);
writeSingleConstant(out, constUnionIterated);
if (i != size - 1)
{
......@@ -73,8 +85,6 @@ const TConstantUnion *WriteConstantUnionArray(TInfoSinkBase &out,
return constUnionIterated;
}
} // namespace
OutputHLSL::OutputHLSL(sh::GLenum shaderType,
int shaderVersion,
const TExtensionBehavior &extensionBehavior,
......@@ -2571,7 +2581,7 @@ const TConstantUnion *OutputHLSL::writeConstantUnion(TInfoSinkBase &out,
{
out << TypeString(type) << "(";
}
constUnionIterated = WriteConstantUnionArray(out, constUnionIterated, size);
constUnionIterated = writeConstantUnionArray(out, constUnionIterated, size);
if (writeType)
{
out << ")";
......@@ -2632,7 +2642,7 @@ bool OutputHLSL::writeConstantInitialization(TInfoSinkBase &out,
{
TIntermConstantUnion *nodeConst = expression->getAsConstantUnion();
const TConstantUnion *constUnion = nodeConst->getUnionArrayPointer();
WriteConstantUnionArray(out, constUnion, nodeConst->getType().getObjectSize());
writeConstantUnionArray(out, constUnion, nodeConst->getType().getObjectSize());
}
else
{
......@@ -2643,7 +2653,7 @@ bool OutputHLSL::writeConstantInitialization(TInfoSinkBase &out,
TIntermConstantUnion *nodeConst = node->getAsConstantUnion();
ASSERT(nodeConst);
const TConstantUnion *constUnion = nodeConst->getUnionArrayPointer();
WriteConstantUnionArray(out, constUnion, nodeConst->getType().getObjectSize());
writeConstantUnionArray(out, constUnion, nodeConst->getType().getObjectSize());
if (node != constructor->getSequence()->back())
{
out << ", ";
......
......@@ -55,6 +55,12 @@ class OutputHLSL : public TIntermTraverser
protected:
void header(TInfoSinkBase &out, const BuiltInFunctionEmulator *builtInFunctionEmulator);
void writeFloat(TInfoSinkBase &out, float f);
void writeSingleConstant(TInfoSinkBase &out, const TConstantUnion *const constUnion);
const TConstantUnion *writeConstantUnionArray(TInfoSinkBase &out,
const TConstantUnion *const constUnion,
const size_t size);
// Visit AST nodes and output their code to the body stream
void visitSymbol(TIntermSymbol*);
void visitRaw(TIntermRaw*);
......
......@@ -2353,6 +2353,48 @@ TEST_P(GLSLTest_ES3, FoldedInvalidLeftShift)
glDeleteProgram(program);
}
// Test that literal infinity can be written out from the shader translator.
// A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose.
TEST_P(GLSLTest_ES3, LiteralInfinityOutput)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 out_color;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" float infVar = 1.0e40 - u;\n"
" bool correct = isinf(infVar) && infVar > 0.0;\n"
" out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
// Test that literal negative infinity can be written out from the shader translator.
// A similar test can't be made for NaNs, since ESSL 3.00.6 requirements for NaNs are very loose.
TEST_P(GLSLTest_ES3, LiteralNegativeInfinityOutput)
{
const std::string &fragmentShader =
"#version 300 es\n"
"precision highp float;\n"
"out vec4 out_color;\n"
"uniform float u;\n"
"void main()\n"
"{\n"
" float infVar = -1.0e40 + u;\n"
" bool correct = isinf(infVar) && infVar < 0.0;\n"
" out_color = correct ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
ANGLE_GL_PROGRAM(program, mSimpleVSSource, fragmentShader);
drawQuad(program.get(), "inputAttribute", 0.5f);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::green);
}
} // anonymous namespace
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
......
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