Am 11.09.2013 16:28, schrieb Jose Fonseca:
> GLSL does not use it.
That's true.
>
> vs_2_0 does not use it either
> http://msdn.microsoft.com/en-us/library/windows/desktop/bb173373(v=vs.85).aspx
Well technically it could be used for that as a cheaper alternative for
exp2 (with just a result swi
Hmm sure it is rarely used (for arb_vp and d3d9 vs 1.1 (2.0 too maybe
though the semantics are different there even if the precision required
is the same)?
The problem I have with this is that the emulation which will get used
instead is _extremely_ terrible. EXP should be a cheaper alternative to
GLSL does not use it.
vs_2_0 does not use it either
http://msdn.microsoft.com/en-us/library/windows/desktop/bb173373(v=vs.85).aspx
D3D10 doesn't have similar thing neither.
It just didn't seem worth to keep this special path. And it seemed hard to fix
it without breaking NaN/Inf correctness.
Replying privately.
See also http://bugzilla.eng.vmware.com/show_bug.cgi?id=999655#c5
Jose
- Original Message -
> Hmm sure it is rarely used (for arb_vp and d3d9 vs 1.1 (2.0 too maybe
> though the semantics are different there even if the precision required
> is the same)?
> The proble
From: José Fonseca
It was wrong for EXP.y, as we clamped the source before computing the
fractional part, and this opcode should be rarely used, so it's not
worth the hassle.
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src/gallium/auxiliary/gallivm/lp_bld_arit.c| 80 --
src/gallium/auxiliary/gallivm/lp_bld_