glsl: Avoid division-by-zero during constant-folding
Avoid division-by-zero when constant-folding the following expression types: ir_unop_rsq ir_binop_div ir_binop_mod Fixes bugs: https://bugs.freedesktop.org//show_bug.cgi?id=33306 https://bugs.freedesktop.org//show_bug.cgi?id=33508 Fixes Piglit tests: glslparsertest/glsl2/div-by-zero-01.frag glslparsertest/glsl2/div-by-zero-02.frag glslparsertest/glsl2/div-by-zero-03.frag glslparsertest/glsl2/modulus-zero-01.frag glslparsertest/glsl2/modulus-zero-02.frag NOTE: This is a candidate for the 7.9 and 7.10 branches.
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@@ -314,9 +314,13 @@ ir_expression::constant_expression_value()
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break;
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case ir_unop_rsq:
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/* FINISHME: Emit warning when division-by-zero is detected. */
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assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
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for (unsigned c = 0; c < op[0]->type->components(); c++) {
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data.f[c] = 1.0F / sqrtf(op[0]->value.f[c]);
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float s = sqrtf(op[0]->value.f[c]);
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if (s == 0)
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return NULL;
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data.f[c] = 1.0F / s;
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}
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break;
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@@ -511,6 +515,7 @@ ir_expression::constant_expression_value()
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break;
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case ir_binop_div:
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/* FINISHME: Emit warning when division-by-zero is detected. */
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assert(op[0]->type == op[1]->type || op0_scalar || op1_scalar);
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for (unsigned c = 0, c0 = 0, c1 = 0;
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c < components;
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@@ -518,12 +523,18 @@ ir_expression::constant_expression_value()
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switch (op[0]->type->base_type) {
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case GLSL_TYPE_UINT:
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if (op[1]->value.u[c1] == 0)
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return NULL;
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data.u[c] = op[0]->value.u[c0] / op[1]->value.u[c1];
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break;
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case GLSL_TYPE_INT:
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if (op[1]->value.i[c1] == 0)
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return NULL;
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data.i[c] = op[0]->value.i[c0] / op[1]->value.i[c1];
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break;
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case GLSL_TYPE_FLOAT:
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if (op[1]->value.f[c1] == 0)
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return NULL;
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data.f[c] = op[0]->value.f[c0] / op[1]->value.f[c1];
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break;
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default:
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@@ -533,6 +544,7 @@ ir_expression::constant_expression_value()
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break;
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case ir_binop_mod:
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/* FINISHME: Emit warning when division-by-zero is detected. */
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assert(op[0]->type == op[1]->type || op0_scalar || op1_scalar);
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for (unsigned c = 0, c0 = 0, c1 = 0;
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c < components;
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@@ -540,12 +552,18 @@ ir_expression::constant_expression_value()
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switch (op[0]->type->base_type) {
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case GLSL_TYPE_UINT:
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if (op[1]->value.u[c1] == 0)
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return NULL;
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data.u[c] = op[0]->value.u[c0] % op[1]->value.u[c1];
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break;
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case GLSL_TYPE_INT:
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if (op[1]->value.i[c1] == 0)
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return NULL;
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data.i[c] = op[0]->value.i[c0] % op[1]->value.i[c1];
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break;
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case GLSL_TYPE_FLOAT:
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if (op[1]->value.f[c1] == 0)
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return NULL;
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/* We don't use fmod because it rounds toward zero; GLSL specifies
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* the use of floor.
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*/
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