On Wed, 28 Sep 2011 01:06:14 -0700, Kenneth Graunke <kenn...@whitecape.org> wrote: > On 09/27/2011 03:08 PM, Eric Anholt wrote: > > They're both implemented the same in GLSL IR (since round() has > > undefined behavior for N.5). > > > > Fixes glsl-1.30/compiler/built-in-functions/round* > > --- > > src/glsl/ir_constant_expression.cpp | 10 ++++++++++ > > 1 files changed, 10 insertions(+), 0 deletions(-) > > > > diff --git a/src/glsl/ir_constant_expression.cpp > > b/src/glsl/ir_constant_expression.cpp > > index b3fe6cf..59a7e67 100644 > > --- a/src/glsl/ir_constant_expression.cpp > > +++ b/src/glsl/ir_constant_expression.cpp > > @@ -196,6 +196,13 @@ ir_expression::constant_expression_value() > > } > > break; > > > > + case ir_unop_round_even: > > + assert(op[0]->type->base_type == GLSL_TYPE_FLOAT); > > + for (unsigned c = 0; c < op[0]->type->components(); c++) { > > + data.f[c] = rint(op[0]->value.f[c]); > > It's not obvious to me that rint() rounds correctly. > > From the GLSL 1.30 spec: > "Returns a value equal to the nearest integer to x. A fractional part > of 0.5 will round toward the nearest even integer. (Both 3.5 and 4.5 for > x will return 4.0.)" > > rint() does nearest integer, but probably not the mandated behavior for > 0.5. At least, not unless we configure the rounding mode. Which I > don't think we have...
rint's manpage doesn't appear to mandate the behavior we want, but it does appear to provide the behavior we want according to spec/glsl-1.30/compiler/built-in-functions/roundEven-float.frag
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