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authorZack Rusin <[email protected]>2013-07-08 23:45:55 -0400
committerZack Rusin <[email protected]>2013-07-09 23:30:55 -0400
commit63386b2f66a6d450889cd5368bc599beb7f1efbf (patch)
treea82f6a2acbbfc7d639687033060a44a0621e12a3 /src/gallium/auxiliary/draw/draw_pt.c
parent80bc14370a4db876ababc13404a93526c2b14de7 (diff)
util: treat denorm'ed floats like zero
The D3D10 spec is very explicit about treatment of denorm floats and the behavior is exactly the same for them as it would be for -0 or +0. This makes our shading code match that behavior, since OpenGL doesn't care and on a few cpu's it's faster (worst case the same). Float16 conversions will likely break but we'll fix them in a follow up commit. Signed-off-by: Zack Rusin <[email protected]> Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
Diffstat (limited to 'src/gallium/auxiliary/draw/draw_pt.c')
-rw-r--r--src/gallium/auxiliary/draw/draw_pt.c8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/draw/draw_pt.c b/src/gallium/auxiliary/draw/draw_pt.c
index d2fe0025bfc..ccde371ffcd 100644
--- a/src/gallium/auxiliary/draw/draw_pt.c
+++ b/src/gallium/auxiliary/draw/draw_pt.c
@@ -459,8 +459,14 @@ draw_vbo(struct draw_context *draw,
unsigned instance;
unsigned index_limit;
unsigned count;
+ unsigned fpstate = util_fpstate_get();
struct pipe_draw_info resolved_info;
+ /* Make sure that denorms are treated like zeros. This is
+ * the behavior required by D3D10. OpenGL doesn't care.
+ */
+ util_fpstate_set_denorms_to_zero(fpstate);
+
resolve_draw_info(info, &resolved_info);
info = &resolved_info;
@@ -518,6 +524,7 @@ draw_vbo(struct draw_context *draw,
if (index_limit == 0) {
/* one of the buffers is too small to do any valid drawing */
debug_warning("draw: VBO too small to draw anything\n");
+ util_fpstate_set(fpstate);
return;
}
}
@@ -558,4 +565,5 @@ draw_vbo(struct draw_context *draw,
if (draw->collect_statistics) {
draw->render->pipeline_statistics(draw->render, &draw->statistics);
}
+ util_fpstate_set(fpstate);
}