https://github.com/shader-slang/slang
Revision acf26257b74ca5446fd5a0390a29723dc25ef2a3 authored by Tim Foley on 19 December 2017, 19:49:36 UTC, committed by GitHub on 19 December 2017, 19:49:36 UTC
There was a bug that arose in the context of Falcor, because: - Slang uses `sprintf` to format floating-point values when outputting HLSL/GLSL source - Falcor (or a library it uses) does the equivalent of `setlocale(LC_ALL, "")` to set the global locale for the process based on the user's environment variables This led to a floating-point literal of `0.5` getting printed as `0,5f`, with a comma for the decimal point. This then gets consumed by `glslang` which (luckily for us) complains that `5f` is not a valid floating-point literal in their language (since it has neither decimal point nor exponent). The most expedient fix in this case was to switch from using C `sprintf` for formatting floating-point numbers over to using the C++ `<stdio>` implementation, which allows the locale to be set per-stream so that we don't have to rely on (or potentially disrupt) the global locale set by an application using Slang. Longer term if we have the time/resources to do the Right Thing, it would be best to implement our own printing logic for floating-point numbers, since we would eventually need/want to support arbitrary-precision numbers for literals.
1 parent 393e25f
Tip revision: acf26257b74ca5446fd5a0390a29723dc25ef2a3 authored by Tim Foley on 19 December 2017, 19:49:36 UTC
Fix floating-point literal emit to be locale-independent. (#315)
Fix floating-point literal emit to be locale-independent. (#315)
Tip revision: acf2625
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LICENSE | -rw-r--r-- | 1.1 KB |
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slang.h | -rw-r--r-- | 39.1 KB |
slang.sln | -rw-r--r-- | 9.1 KB |
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