*
* If the division is lowered, it could add some rounding errors that make
* floor() to return the quotient minus one when x = N * y. If this is the
- * case, we return zero because mod(x, y) output value is [0, y).
+ * case, we should return zero because mod(x, y) output value is [0, y).
+ * But fortunately Vulkan spec allows this kind of errors; from Vulkan
+ * spec, appendix A (Precision and Operation of SPIR-V instructions:
*
- * Worth to note that Vulkan allows the output value to be in range [0, y],
- * so mod(x, y) could return y; but as OpenGL does not allow this, we add
- * the extra instruction to ensure the value is always in [0, y).
+ * "The OpFRem and OpFMod instructions use cheap approximations of
+ * remainder, and the error can be large due to the discontinuity in
+ * trunc() and floor(). This can produce mathematically unexpected
+ * results in some cases, such as FMod(x,x) computing x rather than 0,
+ * and can also cause the result to have a different sign than the
+ * infinitely precise result."
+ *
+ * In practice this means the output value is actually in the interval
+ * [0, y].
+ *
+ * While Vulkan states this behaviour explicitly, OpenGL does not, and thus
+ * we need to assume that value should be in range [0, y); but on the other
+ * hand, mod(a,b) is defined as "a - b * floor(a/b)" and OpenGL allows for
+ * some error in division, so a/a could actually end up being 1.0 - 1ULP;
+ * so in this case floor(a/a) would end up as 0, and hence mod(a,a) == a.
+ *
+ * In summary, in the practice mod(a,a) can be "a" both for OpenGL and
+ * Vulkan.
*/
nir_ssa_def *floor = nir_ffloor(b, nir_fdiv(b, src0, src1));
- nir_ssa_def *mod = nir_fsub(b, src0, nir_fmul(b, src1, floor));
- return nir_bcsel(b,
- nir_fne(b, mod, src1),
- mod,
- nir_imm_double(b, 0.0));
+ return nir_fsub(b, src0, nir_fmul(b, src1, floor));
}
static nir_ssa_def *