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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