On Wed, Aug 28, 2013 at 3:32 PM, Dave Airlie <airl...@gmail.com> wrote:
>>> IMM[0] FLT32 { 0x...., 0x...., 0x...., 0x.... }  # 1.0, 3.0, 2.0, 4.0
>>
>> If you use "%.9g" instead of "%.4f" then floating point numbers will be 
>> preserved without loss of precision.
>>
>
> I see a -nan in my tests that doesn't get reparsed so I expect hex is
> still better.
>
>
> oops to list as well this time, sorry.

Just in case you are wondering its
tests/shaders/glsl-const-builtin-inversesqrt.shader_test and
tests/shaders/glsl-const-builtin-normalize.shader_test
that throw up the -nan in the dumps.

Dave.
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