Re: [Mesa-dev] [PATCH 2/2] gallivm: fix float->SNORM conversion

2013-07-27 Thread Jose Fonseca
Series looks alright AFAICT. Jose - Original Message - > From: Roland Scheidegger > > Just like the UNORM case we need to use round to nearest, not trunc. > (There's also another problem, we're using the formula for SNORM->float > which will produce a value below -1.0 for the most negat

[Mesa-dev] [PATCH 2/2] gallivm: fix float->SNORM conversion

2013-07-26 Thread sroland
From: Roland Scheidegger Just like the UNORM case we need to use round to nearest, not trunc. (There's also another problem, we're using the formula for SNORM->float which will produce a value below -1.0 for the most negative value which according to both OpenGL and d3d10 would need clamping. How