Brian Paul <[email protected]> writes: > Since sqrt(x) is typically implemented with a reciprocal square root, zero > is a special case. Mesa's GLSL->TGSI translator uses a CND instruction to > return 0 if x<=0.
Looks like these tests already the issue more generally: generated_tests/spec/glsl-1.10/execution/built-in-functions/fs-sqrt-float.shader_test generated_tests/spec/glsl-1.20/compiler/built-in-functions/sqrt-float.frag so I think my old sqrt-zero code could just be removed.
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