On Thu, 2014-11-20 at 09:33 -0800, Ian Romanick wrote:
> On 11/20/2014 05:33 AM, Neil Roberts wrote:
> > For what it's worth, I did a quick grep through the internal and public
> > shader-db and I couldn't find anything using this.
> >
> > git grep -P '\b(? >
> > If AMD disallows it then it seem
On 11/20/2014 05:33 AM, Neil Roberts wrote:
> For what it's worth, I did a quick grep through the internal and public
> shader-db and I couldn't find anything using this.
>
> git grep -P '\b(?
> If AMD disallows it then it seems like it would be reasonably safe to
> disallow it in Mesa too.
>
>
For what it's worth, I did a quick grep through the internal and public
shader-db and I couldn't find anything using this.
git grep -P '\b(? writes:
> On Thu, 2014-11-20 at 08:08 +0100, Iago Toral wrote:
>> On Wed, 2014-11-19 at 10:27 -0800, Ian Romanick wrote:
>> > On 11/19/2014 03:47 AM, Iago
On Thu, 2014-11-20 at 08:08 +0100, Iago Toral wrote:
> On Wed, 2014-11-19 at 10:27 -0800, Ian Romanick wrote:
> > On 11/19/2014 03:47 AM, Iago Toral Quiroga wrote:
> > > Hi,
> > >
> > > I came across a GLSL test that checks that doing something like this in
> > > a shader should fail:
> >
> > Is
Romanick
Cc: mesa-dev@lists.freedesktop.org
Subject: Re: [Mesa-dev] Using the 'f' suffix to create a float from an integer
literal
On Wed, 2014-11-19 at 10:27 -0800, Ian Romanick wrote:
> On 11/19/2014 03:47 AM, Iago Toral Quiroga wrote:
> > Hi,
> >
> > I came across a GLSL test
On Wed, 2014-11-19 at 10:27 -0800, Ian Romanick wrote:
> On 11/19/2014 03:47 AM, Iago Toral Quiroga wrote:
> > Hi,
> >
> > I came across a GLSL test that checks that doing something like this in
> > a shader should fail:
>
> Is this one of the dEQP tests?
Yes.
> > float value = 1f;
>
> It seem
On 11/19/2014 03:47 AM, Iago Toral Quiroga wrote:
> Hi,
>
> I came across a GLSL test that checks that doing something like this in
> a shader should fail:
Is this one of the dEQP tests?
> float value = 1f;
It seems like we have a test related to this in piglit somewhere... it
looks like tests/
Hi,
I came across a GLSL test that checks that doing something like this in
a shader should fail:
float value = 1f;
However, this works fine in Mesa. Checking the spec I see:
Floating-point constants are defined as follows.
floating-constant:
fractional-constant exponent-part(o