Using the GLSL spec's definition (or something with equivalent
precision) is also required for ARB_shader_precision, which we'll have
really soon, so +1 from me too.
On Fri, Jan 16, 2015 at 8:01 PM, Iago Toral wrote:
> Thanks Roland and everyone else for the input. Based on the feedback
> I'll in
Thanks Roland and everyone else for the input. Based on the feedback
I'll include the fix in thew next round of deqp fixes.
Iago
On Thu, 2015-01-15 at 15:32 +0100, Roland Scheidegger wrote:
> Am 15.01.2015 um 10:05 schrieb Iago Toral:
> > Hi,
> >
> > We have 16 deqp tests that fail, at least on
On 01/15/2015 10:05 PM, Iago Toral wrote:
> Hi,
>
> We have 16 deqp tests that fail, at least on i965, because of
> insufficient precision of the mod GLSL function.
>
> Mesa lowers mod(x,y) to y * fract(x,y) so there can be some precision
> lost due to fract operation. Since the result is multipl
On Thu, 15 Jan 2015 15:32:59 +0100, Roland Scheidegger
wrote:
Am 15.01.2015 um 10:05 schrieb Iago Toral:
Hi,
We have 16 deqp tests that fail, at least on i965, because of
insufficient precision of the mod GLSL function.
Mesa lowers mod(x,y) to y * fract(x,y) so there can be some precision
Am 15.01.2015 um 10:05 schrieb Iago Toral:
> Hi,
>
> We have 16 deqp tests that fail, at least on i965, because of
> insufficient precision of the mod GLSL function.
>
> Mesa lowers mod(x,y) to y * fract(x,y) so there can be some precision
> lost due to fract operation. Since the result is multip
Hi,
We have 16 deqp tests that fail, at least on i965, because of
insufficient precision of the mod GLSL function.
Mesa lowers mod(x,y) to y * fract(x,y) so there can be some precision
lost due to fract operation. Since the result is multiplied by y the
total precision lost usually grows together