On Sat, Sep 3, 2016 at 12:46 PM, Matt Turner <[email protected]> wrote:

> 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.
>

Done.


> s/presision/precision/ in the subject
> s/inprecision/imprecision/ in the body
>

Thanks.  Fixed locally.
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