On 08/21/2014 03:50 PM, Ilia Mirkin wrote:
On Thu, Aug 21, 2014 at 1:00 AM, Tapani <[email protected]> wrote:
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>.
That's fine -- the results are going into a texture that can't
represent these things with infinite (or even double) precision.
Ah right, then it should be ok.
FWIW all these tests pass except the div one on nvc0 as well, which
seems to be due to a TGSI bug. (It's using 0.6 as the immediate for
the 4th component instead of 1.0.)
This is good to know, I'll try to run these with nvidia as well when I
get a chance.
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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