On Thursday, December 11, 2014 11:34:11 PM Eduardo Lima Mitev wrote:
> From: Iago Toral Quiroga <ito...@igalia.com>
> 
> For code such as this in a vertex or fragment shader:
> 
> uniform float in0;
> flat out float out0;
> ...
> out0 = ceil(in0)
> 
> We generate this IR:
> 
> (assign  (x) (var_ref packed:out0)
>    (expression int bitcast_f2i
>        (expression float ceil (var_ref in0) ) ) )
> 
> In i965, this would eventually become:
> 
> rndd(8)         g14<1>.xF       -g3<0,4,1>.xF
> mov(8)          g6<1>.xD        -g14<4,4,1>.xD
> mov(8)          g116<1>D        g6<4,4,1>D

Weird...it does indeed use RNDD.  Shouldn't it use RNDU instead?

--Ken

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