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. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev