Ilia Mirkin <[email protected]> writes: > On Mon, Apr 23, 2018 at 4:49 PM, Eric Anholt <[email protected]> wrote: >> Ilia Mirkin <[email protected]> writes: >> >>> NVIDIA hardware has "short" immediates, and some instructions have both >>> long and short immediate variants. Nouveau was picking the wrong one >>> under certain conditions. This adds tests which are likely to cause >>> these kinds of issues to surface in a backend. >> >> My only concern is the integer multiply tests on non-native-integer >> hardware or things where the number of integer bits is too small. That >> said, whoever tries to support one of those will have plenty of problems >> already and need to define some shader_runner precision requirement >> annotations. >> >> Reviewed-by: Eric Anholt <[email protected]> > > Hmmm ... I didn't think of that. Should I bump these up to GLSL 1.30? > I don't think you could do GLSL 1.30 without proper integers.
Looks like 1.30 does give you exactly 32-bit ints, so that would cover my concern.
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