On Wed, Apr 13, 2016 at 12:37 PM, Jason Ekstrand wrote:
> The algorithm used is different from both the naieve suggestion from the
> GLSL spec and the one used in GLSL IR today. Unfortunately, the GLSL IR
> implementation doesn't handle some of the corner cases correctly and
Let's change this to
The algorithm used is different from both the naieve suggestion from the
GLSL spec and the one used in GLSL IR today. Unfortunately, the GLSL IR
implementation doesn't handle some of the corner cases correctly and
neither does a naieve f * 2.0^exp implementation. Assuming that hardware
does the s