Re: [Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-08 Thread Christoph Bumiller
On 05/08/2012 05:33 PM, Ian Romanick wrote: > On 05/07/2012 04:16 PM, Christoph Bumiller wrote: >> On 05/07/2012 08:34 PM, Eric Anholt wrote: >>> On Sat, 05 May 2012 14:43:44 +0200, Christoph Bumiller >>> wrote: Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for ir_unop_ceil" pat

Re: [Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-08 Thread Ian Romanick
On 05/07/2012 04:16 PM, Christoph Bumiller wrote: On 05/07/2012 08:34 PM, Eric Anholt wrote: On Sat, 05 May 2012 14:43:44 +0200, Christoph Bumiller wrote: Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for ir_unop_ceil" patch attached. This wasn't caught by the generated test for cei

Re: [Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-07 Thread Christoph Bumiller
On 05/07/2012 08:34 PM, Eric Anholt wrote: > On Sat, 05 May 2012 14:43:44 +0200, Christoph Bumiller > wrote: >> Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for >> ir_unop_ceil" patch attached. > > This wasn't caught by the generated test for ceil()? That seems > strange. It's not, beca

Re: [Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-07 Thread Eric Anholt
On Sat, 05 May 2012 14:43:44 +0200, Christoph Bumiller wrote: > Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for ir_unop_ceil" > patch attached. This wasn't caught by the generated test for ceil()? That seems strange. pgpRyU9FSoKhk.pgp Description: PGP signature _

Re: [Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-07 Thread Brian Paul
On 05/05/2012 06:43 AM, Christoph Bumiller wrote: Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for ir_unop_ceil" patch attached. It seems to me that also testing a fractional value would be a good idea. -Brian ___ mesa-dev mailing list mesa-

[Mesa-dev] shader_test for glsl-to-tgsi ceil bug

2012-05-05 Thread Christoph Bumiller
Test case for the "glsl_to_tgsi: use TGSI_OPCODE_CEIL for ir_unop_ceil" patch attached. [require] GLSL >= 1.10 [vertex shader] varying float a; void main() { a = 1.0; gl_Position = gl_Vertex; } [fragment shader] varying float a; void main() { float f = ceil(a); gl_