On Thu, 2014-12-11 at 16:52 -0800, Kenneth Graunke wrote: > 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?
Right, that is what I thought too but then I realized that RNDU isn't even defined in brw_fs.h so I figured that maybe there was a reason for that. The implementation with RNDD does work though... Iago _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev