On 02/24/2015 09:22 PM, Matt Turner wrote:
There were some bugs, and the code was really difficult to follow. We
would optimize
min(max(x, b), 1.0) into max(sat(x), b)
but not pay attention to the order of min/max and also do
max(min(x, b), 1.0) into max(sat(x), b)
Corrects four sha
On Tue, Feb 24, 2015 at 11:47 AM, Ian Romanick wrote:
> On 02/24/2015 11:22 AM, Matt Turner wrote:
>> There were some bugs, and the code was really difficult to follow. We
>> would optimize
>>
>>min(max(x, b), 1.0) into max(sat(x), b)
>>
>> but not pay attention to the order of min/max and als
On Tue, Feb 24, 2015 at 11:22 AM, Matt Turner wrote:
> There were some bugs, and the code was really difficult to follow. We
> would optimize
>
>min(max(x, b), 1.0) into max(sat(x), b)
>
> but not pay attention to the order of min/max and also do
>
>max(min(x, b), 1.0) into max(sat(x), b)
There were some bugs, and the code was really difficult to follow. We
would optimize
min(max(x, b), 1.0) into max(sat(x), b)
but not pay attention to the order of min/max and also do
max(min(x, b), 1.0) into max(sat(x), b)
Corrects four shaders from Champions of Regnum that do
min(max