Re: [Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-11 Thread Michel Dänzer
On 11.12.2014 07:08, Marek Olšák wrote: From: Marek Olšák marek.ol...@amd.com This fixes incorrect rendering in Unreal Engine demos. I don't know why it's called dx10 clamp mode. MSDN doesn't mention it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83510 Assuming this doesn't

[Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-10 Thread Marek Olšák
From: Marek Olšák marek.ol...@amd.com This fixes incorrect rendering in Unreal Engine demos. I don't know why it's called dx10 clamp mode. MSDN doesn't mention it. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83510 --- src/gallium/drivers/radeonsi/si_state_shaders.c | 12

Re: [Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-10 Thread Alex Deucher
On Wed, Dec 10, 2014 at 5:08 PM, Marek Olšák mar...@gmail.com wrote: From: Marek Olšák marek.ol...@amd.com This fixes incorrect rendering in Unreal Engine demos. I don't know why it's called dx10 clamp mode. MSDN doesn't mention it. Reviewed-by: Alex Deucher alexander.deuc...@amd.com Stable?

Re: [Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-10 Thread Matt Arsenault
On Dec 10, 2014, at 5:08 PM, Marek Olšák mar...@gmail.com wrote: From: Marek Olšák marek.ol...@amd.com This fixes incorrect rendering in Unreal Engine demos. I don't know why it's called dx10 clamp mode. MSDN doesn't mention it. Bugzilla:

Re: [Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-10 Thread Marek Olšák
r600g uses DX9 opcodes, avoiding NaNs by default. Marek On Wed, Dec 10, 2014 at 11:19 PM, Alex Deucher alexdeuc...@gmail.com wrote: On Wed, Dec 10, 2014 at 5:08 PM, Marek Olšák mar...@gmail.com wrote: From: Marek Olšák marek.ol...@amd.com This fixes incorrect rendering in Unreal Engine

Re: [Mesa-dev] [PATCH] radeonsi: force NaNs to 0

2014-12-10 Thread Marek Olšák
Hi Matt, This is a temporary workaround and not a permanent fix. I think it's not even correct for later GL versions (that we don't support yet). I have mixed feelings about this patch, but we must fix the Unreal Engine issues somehow and this is the best we've got and it's easy to revert.