On 08/21/2014 07:21 AM, Chris Forbes wrote:
With that fixed, does it pass on fglrx?
I can only try that tomorrow but I believe it might still fail (unless
we allow some fuzziness in results). All the double div calculations
seemed to have some issues, result for example for red channel 1.0 / 2.0
was not 0.5 but 0.500312 (don't remember the exact digits) so not quite
the correct answer but almost there. Same was for blue which resulted in
0.250022<something>.
On Thu, Aug 21, 2014 at 4:16 PM, Tapani <[email protected]> wrote:
On 08/21/2014 05:26 AM, Chris Forbes wrote:
On Thu, Aug 21, 2014 at 12:36 AM, Tapani Pälli <[email protected]>
wrote:
+++
b/tests/spec/arb_gpu_shader_fp64/execution/built-in-functions/glsl-algebraic-div-double.shader_test
...
+ gl_FragColor = vec4(dvec4(1.0lf, 0.6lf, 1.0lf, 1.0lf) / dcolor);
...
+uniform vec4 color 2.0 3.0 4.0 1.0
+draw rect -1 -1 2 2
+probe all rgba 0.5 0.2 0.25 0.0
Presumably you mean 1.0 in the alpha channel?
Yes, thanks for catching this. The original test had probe for rgb so I was
not careful when adding alpha.
// Tapani
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