On Wed, Mar 23, 2016 at 12:22 PM, Francisco Jerez
wrote:
> Jason Ekstrand writes:
>
> > On Mar 23, 2016 2:07 AM, "Francisco Jerez"
> wrote:
> >>
> >> Jason Ekstrand writes:
> >>
> >> > Many of our optimizations, while great for cutting shaders down to
> size,
> >> > aren't really precision-saf
Francisco Jerez writes:
> Jason Ekstrand writes:
>
>> On Mar 23, 2016 2:07 AM, "Francisco Jerez" wrote:
>>>
>>> Jason Ekstrand writes:
>>>
>>> > Many of our optimizations, while great for cutting shaders down to size,
>>> > aren't really precision-safe. This commit tries to flag all of the
>>
Jason Ekstrand writes:
> On Mar 23, 2016 2:07 AM, "Francisco Jerez" wrote:
>>
>> Jason Ekstrand writes:
>>
>> > Many of our optimizations, while great for cutting shaders down to size,
>> > aren't really precision-safe. This commit tries to flag all of the
>> > inexact floating-point optimizat
On Mar 23, 2016 2:07 AM, "Francisco Jerez" wrote:
>
> Jason Ekstrand writes:
>
> > Many of our optimizations, while great for cutting shaders down to size,
> > aren't really precision-safe. This commit tries to flag all of the
> > inexact floating-point optimizations so they don't get run on val
Jason Ekstrand writes:
> Many of our optimizations, while great for cutting shaders down to size,
> aren't really precision-safe. This commit tries to flag all of the
> inexact floating-point optimizations so they don't get run on values that
> are flagged "exact". It's a bit conservative and m
Many of our optimizations, while great for cutting shaders down to size,
aren't really precision-safe. This commit tries to flag all of the
inexact floating-point optimizations so they don't get run on values that
are flagged "exact". It's a bit conservative and maybe flags some safe
optimization