Is there a 64-bit pow in GLSL? If so, this is the right implementation. Reviewed-by: Jason Ekstrand <ja...@jlekstrand.net> On Mar 23, 2016 7:42 PM, "Ian Romanick" <i...@freedesktop.org> wrote:
> From: Ian Romanick <ian.d.roman...@intel.com> > > Found (randomly) by inspection. Looking at the rest of the changes in > this file in commit 9076c4e2, I'm certain this is what was intended. > > Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> > Cc: Connor Abbott <cwabbo...@gmail.com> > Cc: mesa-sta...@lists.freedesktop.org > --- > src/compiler/nir/nir_opcodes.py | 2 +- > 1 file changed, 1 insertion(+), 1 deletion(-) > > diff --git a/src/compiler/nir/nir_opcodes.py > b/src/compiler/nir/nir_opcodes.py > index 553f924..ac59130 100644 > --- a/src/compiler/nir/nir_opcodes.py > +++ b/src/compiler/nir/nir_opcodes.py > @@ -520,7 +520,7 @@ for (int i = 0; i < 32; i += 8) { > } > """) > > -binop("fpow", tfloat, "", "bit_size == 64 ? powf(src0, src1) : pow(src0, > src1)") > +binop("fpow", tfloat, "", "bit_size == 64 ? pow(src0, src1) : powf(src0, > src1)") > > binop_horiz("pack_half_2x16_split", 1, tuint32, 1, tfloat32, 1, tfloat32, > "pack_half_1x16(src0.x) | (pack_half_1x16(src1.x) << 16)") > -- > 2.5.5 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
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