gl_shader_decompiler: Properly emulate NaN behaviour on NE

"Not equal" operators on GLSL seem to behave as unordered when we expect
an ordered comparison.

Manually emulate this checking for LGE values (numbers, not-NaNs).
This commit is contained in:
ReinUsesLisp 2020-05-09 04:56:50 -03:00
parent d8598a8717
commit f39591b20a

View file

@ -1845,6 +1845,15 @@ private:
static_assert(!unordered || type == Type::Float);
const Expression expr = GenerateBinaryInfix(operation, op, Type::Bool, type, type);
if constexpr (op.compare("!=") == 0 && type == Type::Float && !unordered) {
// GLSL's operator!=(float, float) doesn't seem be ordered. This happens on both AMD's
// and Nvidia's proprietary stacks. Manually force an ordered comparison.
return {fmt::format("({} && !isnan({}) && !isnan({}))", expr.AsBool(),
VisitOperand(operation, 0).AsFloat(),
VisitOperand(operation, 1).AsFloat()),
Type::Bool};
}
if constexpr (!unordered) {
return expr;
}