On Sat, Sep 3, 2016 at 10:42 AM, Jason Ekstrand <[email protected]> wrote: > The result of this calculation goes into an fma() in the shader and we > would like it to be as precise as possible. The division in particular, > was a source of inprecision whenever dst1 - dst0 was not a power of two. > This fixes a bunch of the new Vulkan CTS tests for blitting using a > filtering of NEAREST.
You really need to configure your editor to spell check. s/presision/precision/ in the subject s/inprecision/imprecision/ in the body _______________________________________________ mesa-dev mailing list [email protected] https://lists.freedesktop.org/mailman/listinfo/mesa-dev
