From: Chris Forbes Date: Sun, 9 Jun 2013 20:01:41 +0000 (+1200) Subject: i965: Gen4/5: use IEEE floating point mode for GLSL shaders. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b616d0166158872a135153e27c391424fe655117;p=mesa.git i965: Gen4/5: use IEEE floating point mode for GLSL shaders. Fixes isinf(), isnan() from GLSL 1.30 Signed-off-by: Chris Forbes Reviewed-by: Kenneth Graunke --- diff --git a/src/mesa/drivers/dri/i965/brw_vs_state.c b/src/mesa/drivers/dri/i965/brw_vs_state.c index 54ff754b1dd..4dda5224042 100644 --- a/src/mesa/drivers/dri/i965/brw_vs_state.c +++ b/src/mesa/drivers/dri/i965/brw_vs_state.c @@ -55,7 +55,14 @@ brw_upload_vs_unit(struct brw_context *brw) brw->vs.prog_offset + (vs->thread0.grf_reg_count << 1)) >> 6; - vs->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754; + /* Use ALT floating point mode for ARB vertex programs, because they + * require 0^0 == 1. + */ + if (brw->ctx.Shader.CurrentVertexProgram == NULL) + vs->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754; + else + vs->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754; + /* Choosing multiple program flow means that we may get 2-vertex threads, * which will have the channel mask for dwords 4-7 enabled in the thread, * and those dwords will be written to the second URB handle when we diff --git a/src/mesa/drivers/dri/i965/brw_wm_state.c b/src/mesa/drivers/dri/i965/brw_wm_state.c index f221846f0c8..631f351699b 100644 --- a/src/mesa/drivers/dri/i965/brw_wm_state.c +++ b/src/mesa/drivers/dri/i965/brw_wm_state.c @@ -110,7 +110,15 @@ brw_upload_wm_unit(struct brw_context *brw) (wm->wm9.grf_reg_count_2 << 1)) >> 6; wm->thread1.depth_coef_urb_read_offset = 1; - wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754; + /* Use ALT floating point mode for ARB fragment programs, because they + * require 0^0 == 1. Even though _CurrentFragmentProgram is used for + * rendering, CurrentFragmentProgram is used for this check to + * differentiate between the GLSL and non-GLSL cases. + */ + if (ctx->Shader.CurrentFragmentProgram == NULL) + wm->thread1.floating_point_mode = BRW_FLOATING_POINT_NON_IEEE_754; + else + wm->thread1.floating_point_mode = BRW_FLOATING_POINT_IEEE_754; wm->thread1.binding_table_entry_count = 0;