nv2a/glsl: Determinant scaling to avoid floating-point overflow #2510
+19
−8
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If output screen x,y coordinates from vertex shader are large, e.g. 1e22, multiplying them will overflow the maximum exponent of single-precision floating point numbers. This occurs when calculating determinants in barycentric coordinates calculations.
This fixes such overflows by using a power of 2 scaling factor to clamp the exponent at 60. If x is the largest floating-point with exponent 62, then xx + xx is just barely below infinity. Here 60 is used instead of 62 in order to have a small safety buffer.
An alternative solution would be to just discard fragments if barycentric coordinates are NaN. At least Radeon RX 6600 and also Intel UHD 770 hardware fail to properly rasterize anyway when coordinates are very large.
Fixes #2501