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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