> I realize this function isn't used but it looks unnecessarily > complicated - two constants one AND plus one comparison when you could > simply do a single comparison (compare x with x with unordered not > equal). This is actually doubly bad with AVX because the int comparison > is going to use 4 instructions instead of 1 (extract/2 cmp/1 insert), > well if this runs 8-wide at least.
I'm going to kill that function, we already have lp_build_isnan that does the correct thing. > Otherwise looks good. Though I'm not sure you really need to kill the > prims if the clip distances are infinite? The d3d10 spec says "Coordinates coming in to clipping with infinites at x, y, z may or may not result in a discarded primitive.". I liked handling them the same way as nan, otherwise we're just generating pointless primitives. I don't have a strong opinion though, wlk doesn't seem to test infinites. z _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev