microsoft / microsoft/DirectXShaderCompiler
Special fp value get wrong result for fmod
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Nobody has claimed this yet.
bug
- Dominant language
- C++
- Stars
- 3.7k
- Forks
- 900
- Avg merge
- 2d 11h
- Merged PRs (30d)
- 44
Description
Description
fmod with special input get wrong result.
Steps to Reproduce
dxc -Tvs_6_0
RWBuffer<float4> results;
[shader("vertex")]
void main() {
// Explicit float
// 0.0, -0.0, NaN, -NaN
results[0] = float4(fmod(0.0f, 1.0f),
fmod(-0.0f, 1.0f),
fmod(5.5f, 0.0f),
fmod(-5.5f, 0.0f));
}
Actual Behavior
0.0, 0.0, 0.0, 0.0 is stored into result[0].
Environment
- DXC version : 1.8
- Host Operating System : Windows
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the shader with dxc -Tvs_6_0 and inspect the handling of fmod for the listed special inputs. The issue names no source file or test path, so first locate the compiler entry point and relevant floating-point tests; done means the cases no longer produce the reported all-zero result.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100