On Wed, Jan 11, 2017 at 1:12 PM, Erik Faye-Lund wrote:
> On Wed, Jan 11, 2017 at 9:49 PM, Erik Faye-Lund
> wrote:
> > On Wed, Jan 11, 2017 at 9:42 PM, Erik Faye-Lund
> wrote:
> >> On Wed, Jan 11, 2017 at 9:22 PM, Samuel Pitoiset
> >> wrote:
> >>>
> >>>
> >>> On 01/11/2017 07:34 PM, Erik Faye-L
On Wed, Jan 11, 2017 at 9:49 PM, Erik Faye-Lund wrote:
> On Wed, Jan 11, 2017 at 9:42 PM, Erik Faye-Lund wrote:
>> On Wed, Jan 11, 2017 at 9:22 PM, Samuel Pitoiset
>> wrote:
>>>
>>>
>>> On 01/11/2017 07:34 PM, Erik Faye-Lund wrote:
On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand
On Wed, Jan 11, 2017 at 9:42 PM, Erik Faye-Lund wrote:
> On Wed, Jan 11, 2017 at 9:22 PM, Samuel Pitoiset
> wrote:
>>
>>
>> On 01/11/2017 07:34 PM, Erik Faye-Lund wrote:
>>>
>>> On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand
>>> wrote:
On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
On Wed, Jan 11, 2017 at 9:22 PM, Samuel Pitoiset
wrote:
>
>
> On 01/11/2017 07:34 PM, Erik Faye-Lund wrote:
>>
>> On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand
>> wrote:
>>>
>>> On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
>>> wrote:
On Wed, Jan 11, 2017 at 7:22 PM, Marek Ol
On 01/11/2017 07:34 PM, Erik Faye-Lund wrote:
On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand wrote:
On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
wrote:
On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand
wrote:
On Wed, Jan 11, 2017 a
On 01/11/2017 07:33 PM, Jason Ekstrand wrote:
One trivial request: If we do land this patch, please include a link
the the mailing list archives in the commit message so that we can
easily track down this discussion if we ever need to in the future.
Sure, I was planning to do it. :-)
But it
On Wed, Jan 11, 2017 at 2:33 PM, Marek Olšák wrote:
> On Wed, Jan 11, 2017 at 7:34 PM, Erik Faye-Lund wrote:
>> On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand wrote:
>>> On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
>>> wrote:
On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
>
On Wed, Jan 11, 2017 at 7:34 PM, Erik Faye-Lund wrote:
> On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand wrote:
>> On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
>> wrote:
>>>
>>> On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
>>> > On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand
>>> >
On Wed, Jan 11, 2017 at 7:33 PM, Jason Ekstrand wrote:
> On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
> wrote:
>>
>> On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
>> > On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand
>> > wrote:
>> >> On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset
>>
One trivial request: If we do land this patch, please include a link the
the mailing list archives in the commit message so that we can easily track
down this discussion if we ever need to in the future.
On Fri, Jan 6, 2017 at 1:42 AM, Samuel Pitoiset
wrote:
> D3D always computes the absolute v
On Wed, Jan 11, 2017 at 10:31 AM, Erik Faye-Lund
wrote:
> On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
> > On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand
> wrote:
> >> On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset <
> samuel.pitoi...@gmail.com>
> >> wrote:
> >>>
> >>>
> >>>
> >>> On
On Wed, Jan 11, 2017 at 7:22 PM, Marek Olšák wrote:
> On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand wrote:
>> On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset
>> wrote:
>>>
>>>
>>>
>>> On 01/11/2017 05:32 PM, Marek Olšák wrote:
On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund
wr
On Wed, Jan 11, 2017 at 7:09 PM, Jason Ekstrand wrote:
> On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset
> wrote:
>>
>>
>>
>> On 01/11/2017 05:32 PM, Marek Olšák wrote:
>>>
>>> On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund
>>> wrote:
On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle
On Wed, Jan 11, 2017 at 9:32 AM, Samuel Pitoiset
wrote:
>
>
> On 01/11/2017 05:32 PM, Marek Olšák wrote:
>
>> On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund
>> wrote:
>>
>>> On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle
>>> wrote:
>>>
On 11.01.2017 13:17, Marek Olšák wrote:
>
>
On 01/11/2017 05:32 PM, Marek Olšák wrote:
On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund wrote:
On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle wrote:
On 11.01.2017 13:17, Marek Olšák wrote:
On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand
wrote:
I'll be honest, I'm not a fan... Given
On Wed, Jan 11, 2017 at 5:32 PM, Marek Olšák wrote:
> On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund wrote:
>> On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle wrote:
>>> On 11.01.2017 13:17, Marek Olšák wrote:
On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand
wrote:
>
> I'
On Wed, Jan 11, 2017 at 4:33 PM, Erik Faye-Lund wrote:
> On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle wrote:
>> On 11.01.2017 13:17, Marek Olšák wrote:
>>>
>>> On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand
>>> wrote:
I'll be honest, I'm not a fan... Given that D3D10 has one define
On Jan 11, 2017 7:34 AM, "Erik Faye-Lund" wrote:
On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle wrote:
> On 11.01.2017 13:17, Marek Olšák wrote:
>>
>> On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand
>> wrote:
>>>
>>> I'll be honest, I'm not a fan... Given that D3D10 has one defined
>>> behavio
On Wed, Jan 11, 2017 at 4:14 PM, Nicolai Hähnle wrote:
> On 11.01.2017 13:17, Marek Olšák wrote:
>>
>> On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand
>> wrote:
>>>
>>> I'll be honest, I'm not a fan... Given that D3D10 has one defined
>>> behavior,
>>> D3D9 has another, and GL doesn't specify, I
On 11.01.2017 13:17, Marek Olšák wrote:
On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand wrote:
I'll be honest, I'm not a fan... Given that D3D10 has one defined behavior,
D3D9 has another, and GL doesn't specify, I don't really think we should be
making a global change to all drivers to do the
On Tue, Jan 10, 2017 at 6:48 PM, Jason Ekstrand wrote:
> I'll be honest, I'm not a fan... Given that D3D10 has one defined behavior,
> D3D9 has another, and GL doesn't specify, I don't really think we should be
> making a global change to all drivers to do the D3D9 behavior just to fix
> one app.
W dniu 10.01.2017 o 18:48, Jason Ekstrand pisze:
Hi,
Can we add workaround to drirc and enable this only when needed?
Best Regards
Krzysztof Cybulski
I'll be honest, I'm not a fan... Given that D3D10 has one defined
behavior, D3D9 has another, and GL doesn't specify, I don't really
think we
On 01/09/2017 10:03 PM, Roland Scheidegger wrote:
Am 06.01.2017 um 10:42 schrieb Samuel Pitoiset:
D3D always computes the absolute value while GLSL says that the
That should probably say "d3d9" - it is completely wrong for d3d10 and
later (which have it to be defined as a guaranteed NaN).
(Ot
On Tue, Jan 10, 2017 at 12:51 PM, Jason Ekstrand wrote:
> On Tue, Jan 10, 2017 at 9:48 AM, Jason Ekstrand
> wrote:
>>
>> I'll be honest, I'm not a fan... Given that D3D10 has one defined
>> behavior, D3D9 has another, and GL doesn't specify, I don't really think we
>> should be making a global ch
On Tue, Jan 10, 2017 at 9:48 AM, Jason Ekstrand
wrote:
> I'll be honest, I'm not a fan... Given that D3D10 has one defined
> behavior, D3D9 has another, and GL doesn't specify, I don't really think we
> should be making a global change to all drivers to do the D3D9 behavior
> just to fix one app.
I'll be honest, I'm not a fan... Given that D3D10 has one defined behavior,
D3D9 has another, and GL doesn't specify, I don't really think we should be
making a global change to all drivers to do the D3D9 behavior just to fix
one app. Sure, other apps probably have the same bug, but are we going t
On 01/09/2017 10:03 PM, Roland Scheidegger wrote:
Am 06.01.2017 um 10:42 schrieb Samuel Pitoiset:
D3D always computes the absolute value while GLSL says that the
That should probably say "d3d9" - it is completely wrong for d3d10 and
later (which have it to be defined as a guaranteed NaN).
(Ot
Am 06.01.2017 um 10:42 schrieb Samuel Pitoiset:
> D3D always computes the absolute value while GLSL says that the
That should probably say "d3d9" - it is completely wrong for d3d10 and
later (which have it to be defined as a guaranteed NaN).
(Otherwise, I'm still not quite convinced it's the right
Acked-by: Marek Olšák
Marek
On Fri, Jan 6, 2017 at 10:42 AM, Samuel Pitoiset
wrote:
> D3D always computes the absolute value while GLSL says that the
> result of inversesqrt() is undefined if x <= 0 (and undefined if
> x < 0 for sqrt()). But some apps rely on this specific behaviour
> which is
D3D always computes the absolute value while GLSL says that the
result of inversesqrt() is undefined if x <= 0 (and undefined if
x < 0 for sqrt()). But some apps rely on this specific behaviour
which is not clearly defined by OpenGL.
Computing the absolute value before sqrt()/inversesqrt() will
pr
30 matches
Mail list logo