Hi, I haven't had any other feedback than Ilia's (thanks Ilia!) so my doubts still stand.
I'd welcome more info regarding this topic. Thanks! Br. On Tue, 2016-03-15 at 17:46 +0200, Andres Gomez wrote: > Hi, > > as complementary work to the one done to "Add FP64 support to the > i965 > shader backends" at: > https://bugs.freedesktop.org/show_bug.cgi?id=92760 > > I've been working to add piglit tests that would check the new > features > added by this addition. > > One of the topics we have been creating tests for is > implicit/explicit > conversion from and to doubles in GLSL. We have created already a > generator for it but have some doubts about what to expect when > dealing > with conversions from a value out of range in the destination type. > > Specifically, I'm talking about negative doubles explicitly converted > into unsigned int or too big negative or positive double values > converted into int or unsigned int. > > What I've observed from running with the NVIDIA proprietary driver or > with other backends is that, typically, the conversion will result in > a > value which is the lowest or the highest defined in the destination > type, depending on the side of the happening overflow. > > However, I've been unable to find documentation in the GLSL specs > specifying how the conversions should work in this cases. > > My conclusion is that the behavior is undefined and will depend on > implementation. Hence, we won't add tests for these cases. > > Opinions? > > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev -- Br, Andres _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
