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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