Am 20.12.2016 um 22:12 schrieb Giuseppe Bilotta:
> On Tue, Dec 20, 2016 at 2:17 AM, Matt Turner wrote:
>> On Mon, Dec 19, 2016 at 5:12 PM, Giuseppe Bilotta
>> wrote:
>>> Just one question though —not knowing much of the shader language, can
>>> I
On Tue, Dec 20, 2016 at 2:17 AM, Matt Turner wrote:
> On Mon, Dec 19, 2016 at 5:12 PM, Giuseppe Bilotta
> wrote:
>> Just one question though —not knowing much of the shader language, can
>> I expect expm1 to be available?
>
> No, expm1 doesn't
Am 20.12.2016 um 00:12 schrieb Giuseppe Bilotta:
> Hello,
>
> I realize that I'm a little late to comment about this, but I think
> the formula used for
> tanh should be changed again. Specifically, as suggested by Roland
>
> On Fri, Dec 9, 2016 at 5:41 AM, Roland Scheidegger
On Mon, Dec 19, 2016 at 8:17 PM, Matt Turner wrote:
> On Mon, Dec 19, 2016 at 5:12 PM, Giuseppe Bilotta
> wrote:
>> Just one question though —not knowing much of the shader language, can
>> I expect expm1 to be available?
>
> No, expm1 doesn't
On Mon, Dec 19, 2016 at 5:12 PM, Giuseppe Bilotta
wrote:
> Just one question though —not knowing much of the shader language, can
> I expect expm1 to be available?
No, expm1 doesn't exist in GLSL.
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Hello,
I realize that I'm a little late to comment about this, but I think
the formula used for
tanh should be changed again. Specifically, as suggested by Roland
On Fri, Dec 9, 2016 at 5:41 AM, Roland Scheidegger wrote:
> btw I'm wondering if some vendors wouldn't implement
On Thu, Dec 8, 2016 at 5:50 PM, Kenneth Graunke
wrote:
> On Thursday, December 8, 2016 5:41:02 PM PST Haixia Shi wrote:
> > Clamp input scalar value to range [-10, +10] to avoid precision problems
> > when the absolute value of input is too large.
> >
> > Fixes
On Thursday, December 8, 2016 9:17:04 PM PST Jason Ekstrand wrote:
> On Thu, Dec 8, 2016 at 8:41 PM, Roland Scheidegger
> wrote:
>
> > I'm wondering, isn't that actually a problem of the test, that is it
> > can't actually expect reasonable results with such input values?
> >
On Thu, Dec 8, 2016 at 8:41 PM, Roland Scheidegger
wrote:
> I'm wondering, isn't that actually a problem of the test, that is it
> can't actually expect reasonable results with such input values?
> Since within the shader languages those functions which are composed of
>
I'm wondering, isn't that actually a problem of the test, that is it
can't actually expect reasonable results with such input values?
Since within the shader languages those functions which are composed of
multiple other functions are usually allowed to basically accumulate all
the errors of said
On Thursday, December 8, 2016 5:41:02 PM PST Haixia Shi wrote:
> Clamp input scalar value to range [-10, +10] to avoid precision problems
> when the absolute value of input is too large.
>
> Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
> failures.
>
> v2: added
Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.
Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.
v2: added more explanation in the comment.
v3: fixed a typo in the comment.
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