On Thu, Aug 24, 2017 at 3:39 PM, Nicolai Hähnle <nhaeh...@gmail.com> wrote: > On 24.08.2017 14:19, Erik Faye-Lund wrote: >> >> On Wed, Aug 23, 2017 at 6:19 PM, Marek Olšák <mar...@gmail.com> wrote: >>> >>> On Wed, Aug 23, 2017 at 3:08 PM, Nicolai Hähnle <nhaeh...@gmail.com> >>> wrote: >>>> >>>> >>>> Here's another question: What does "low precision" mean on a texture >>>> instruction? Are the offsets low precision or is it the output? Maybe we >>>> can >>>> punt on this for now -- at least GCN doesn't have low precision there >>>> anyway. >>> >>> >>> HalfPrecision means that all dst and src sources can be 16-bit. >>> >>> If the consumer of a TEX instruction is 16-bit, TEX should return >>> 16-bit automatically. If a source of a TEX instruction is 16-bit, TEX >>> should accept 16-bit automatically. >> >> >> This sounds inconsistent with how lowp works; a texture-sampler >> declared as lowp in GLSL only have low precision output AFAIK. > > > lowp and mediump are entirely optional concepts. Their precision can be as > high as highp operations.
FWIW, we won't probably treat lowp differently from mediump. Its precision requirements are low and weird: float could be an 11-bit fixed-point type with 8 fractional bits, and int/uint should have at least 9 bits. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev