https://bugs.freedesktop.org/show_bug.cgi?id=89586
--- Comment #38 from Dan Sebald <daniel.seb...@ieee.org> --- 0.1 tolerance is rather large (I'm guessing that applies to normalized numbers). In this case the discrepancy doesn't come close to that big. I looked up ARB_shader_precision and I'm seeing tolerance on the order of 2 to 3 units of the last place, generally, with a factor larger tolerance (16 ULP) for the pow() function. Division is the source of the error in xfactor, which has 2.5 ULP tolerance. I can experiment with some of the C "next nearest number" routines and get a feeling for the ULP. Thanks. -- You are receiving this mail because: You are the QA Contact for the bug. You are the assignee for the bug.
_______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev