Is there a 64-bit pow in GLSL?  If so, this is the right implementation.

Reviewed-by: Jason Ekstrand <[email protected]>
On Mar 23, 2016 7:42 PM, "Ian Romanick" <[email protected]> wrote:

> From: Ian Romanick <[email protected]>
>
> Found (randomly) by inspection.  Looking at the rest of the changes in
> this file in commit 9076c4e2, I'm certain this is what was intended.
>
> Signed-off-by: Ian Romanick <[email protected]>
> Cc: Connor Abbott <[email protected]>
> Cc: [email protected]
> ---
>  src/compiler/nir/nir_opcodes.py | 2 +-
>  1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/src/compiler/nir/nir_opcodes.py
> b/src/compiler/nir/nir_opcodes.py
> index 553f924..ac59130 100644
> --- a/src/compiler/nir/nir_opcodes.py
> +++ b/src/compiler/nir/nir_opcodes.py
> @@ -520,7 +520,7 @@ for (int i = 0; i < 32; i += 8) {
>  }
>  """)
>
> -binop("fpow", tfloat, "", "bit_size == 64 ? powf(src0, src1) : pow(src0,
> src1)")
> +binop("fpow", tfloat, "", "bit_size == 64 ? pow(src0, src1) : powf(src0,
> src1)")
>
>  binop_horiz("pack_half_2x16_split", 1, tuint32, 1, tfloat32, 1, tfloat32,
>              "pack_half_1x16(src0.x) | (pack_half_1x16(src1.x) << 16)")
> --
> 2.5.5
>
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