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.

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