On 01/12/2017 02:47 PM, Matteo Bruni wrote:
> 2017-01-12 23:41 GMT+01:00 Axel Davy :
>>> Do you refer to the d3d9 MAD or the hardware instruction? If the
>>> former, just generating MUL and ADD separately should do the trick. In
>>> the latter case, I guess that means the "NaN
On 13/01/2017 19:06, Nicolai Hähnle wrote:
On 13.01.2017 18:53, Jason Ekstrand wrote:
On Fri, Jan 13, 2017 at 8:43 AM, Marek Olšák > wrote:
On Fri, Jan 13, 2017 at 5:25 PM, Jason Ekstrand
>
On 13/01/2017 19:50, Matteo Bruni wrote:
2017-01-13 3:37 GMT+01:00 Ilia Mirkin :
On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand wrote:
Unless, of course, it's controlled by the same hardware bit... Clearly, we
can can give you abs on rsq without
2017-01-13 3:37 GMT+01:00 Ilia Mirkin :
> On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand wrote:
>> Unless, of course, it's controlled by the same hardware bit... Clearly, we
>> can can give you abs on rsq without denorm flushing (easy shader hacks) but
On 13.01.2017 18:53, Jason Ekstrand wrote:
On Fri, Jan 13, 2017 at 8:43 AM, Marek Olšák > wrote:
On Fri, Jan 13, 2017 at 5:25 PM, Jason Ekstrand
> wrote:
> On Fri, Jan 13, 2017 at 4:05 AM,
On Fri, Jan 13, 2017 at 8:43 AM, Marek Olšák wrote:
> On Fri, Jan 13, 2017 at 5:25 PM, Jason Ekstrand
> wrote:
> > On Fri, Jan 13, 2017 at 4:05 AM, Marek Olšák wrote:
> >>
> >> On Fri, Jan 13, 2017 at 3:37 AM, Ilia Mirkin
On Fri, Jan 13, 2017 at 5:25 PM, Jason Ekstrand wrote:
> On Fri, Jan 13, 2017 at 4:05 AM, Marek Olšák wrote:
>>
>> On Fri, Jan 13, 2017 at 3:37 AM, Ilia Mirkin wrote:
>> > On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand
On Fri, Jan 13, 2017 at 4:05 AM, Marek Olšák wrote:
> On Fri, Jan 13, 2017 at 3:37 AM, Ilia Mirkin wrote:
> > On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand
> wrote:
> >> Unless, of course, it's controlled by the same hardware
On Fri, Jan 13, 2017 at 3:37 AM, Ilia Mirkin wrote:
> On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand wrote:
>> Unless, of course, it's controlled by the same hardware bit... Clearly, we
>> can can give you abs on rsq without denorm flushing (easy
On Thu, Jan 12, 2017 at 9:13 PM, Jason Ekstrand wrote:
> Unless, of course, it's controlled by the same hardware bit... Clearly, we
> can can give you abs on rsq without denorm flushing (easy shader hacks) but
> not the other way around.
OK, so somehow I missed that
On Jan 12, 2017 4:56 PM, "Ilia Mirkin" wrote:
On Thu, Jan 12, 2017 at 7:46 PM, Matt Turner wrote:
> On Thu, Jan 12, 2017 at 3:20 PM, Ilia Mirkin wrote:
>> On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle
wrote:
On Thu, Jan 12, 2017 at 4:56 PM, Ilia Mirkin wrote:
> On Thu, Jan 12, 2017 at 7:46 PM, Matt Turner wrote:
>> On Thu, Jan 12, 2017 at 3:20 PM, Ilia Mirkin wrote:
>>> On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle
On Thu, Jan 12, 2017 at 7:46 PM, Matt Turner wrote:
> On Thu, Jan 12, 2017 at 3:20 PM, Ilia Mirkin wrote:
>> On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle wrote:
>>> On 12.01.2017 23:46, Ilia Mirkin wrote:
On Thu, Jan 12,
On Thu, Jan 12, 2017 at 3:20 PM, Ilia Mirkin wrote:
> On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle wrote:
>> On 12.01.2017 23:46, Ilia Mirkin wrote:
>>>
>>> On Thu, Jan 12, 2017 at 4:03 PM, Matteo Bruni
>>> wrote:
On Fri, Jan 13, 2017 at 12:43 AM, Nicolai Hähnle wrote:
> On 13.01.2017 00:20, Ilia Mirkin wrote:
>>
>> On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle
>> wrote:
>>>
>>> On 12.01.2017 23:46, Ilia Mirkin wrote:
On Thu, Jan 12, 2017 at 4:03
On 13.01.2017 00:20, Ilia Mirkin wrote:
On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle wrote:
On 12.01.2017 23:46, Ilia Mirkin wrote:
On Thu, Jan 12, 2017 at 4:03 PM, Matteo Bruni
wrote:
So, what would be really nice to have is a GLSL
On Thu, Jan 12, 2017 at 6:04 PM, Nicolai Hähnle wrote:
> On 12.01.2017 23:46, Ilia Mirkin wrote:
>>
>> On Thu, Jan 12, 2017 at 4:03 PM, Matteo Bruni
>> wrote:
>>>
>>> So, what would be really nice to have is a GLSL extension for some
>>> kind of
On 12.01.2017 23:46, Ilia Mirkin wrote:
On Thu, Jan 12, 2017 at 4:03 PM, Matteo Bruni wrote:
So, what would be really nice to have is a GLSL extension for some
kind of switch to select the requested behavior WRT NaN. For example a
three-way option with "don't generate
2017-01-12 23:41 GMT+01:00 Axel Davy :
>> Do you refer to the d3d9 MAD or the hardware instruction? If the
>> former, just generating MUL and ADD separately should do the trick. In
>> the latter case, I guess that means the "NaN switch" should also
>> affect code generation
On Thu, Jan 12, 2017 at 4:03 PM, Matteo Bruni wrote:
> So, what would be really nice to have is a GLSL extension for some
> kind of switch to select the requested behavior WRT NaN. For example a
> three-way option with "don't generate NaN in arithmetic operations",
> "do
On 12/01/2017 23:09, Matteo Bruni wrote:
2017-01-12 22:54 GMT+01:00 Axel Davy :
Preventing NaN from being generated is not sufficient to fix the 0*inf = 0
issue.
For example radeonsi does convert all NaN to zeros via a hardware setting.
But 0*inf = 0 behaviour should be also
2017-01-12 22:54 GMT+01:00 Axel Davy :
>
> Preventing NaN from being generated is not sufficient to fix the 0*inf = 0
> issue.
>
> For example radeonsi does convert all NaN to zeros via a hardware setting.
>
> But 0*inf = 0 behaviour should be also in mad, and with the NaN to
2017-01-12 22:25 GMT+01:00 Roland Scheidegger :
> Is there actually a formal requirement that d3d9 hw never generates
> NaNs? I think d3d9 is very lacking in spec there - if that is specified
> somewhere I've never seen it... Maybe just everybody is expecting no
> NaNs there
On 12/01/2017 22:03, Matteo Bruni wrote:
2017-01-11 19:09 GMT+01:00 Jason Ekstrand :
Another reason why I'm not a huge fan is that there is some momentum in the
industry to make GLSL better defined with respect to NaN. I don't know that
anything will ever come of it
Am 12.01.2017 um 22:03 schrieb Matteo Bruni:
> 2017-01-11 19:09 GMT+01:00 Jason Ekstrand :
>> Another reason why I'm not a huge fan is that there is some momentum in the
>> industry to make GLSL better defined with respect to NaN. I don't know that
>> anything will ever come
2017-01-11 19:09 GMT+01:00 Jason Ekstrand :
> Another reason why I'm not a huge fan is that there is some momentum in the
> industry to make GLSL better defined with respect to NaN. I don't know that
> anything will ever come of it (because it may break apps) but if
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