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author | Zack Rusin <[email protected]> | 2013-07-08 23:45:55 -0400 |
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committer | Zack Rusin <[email protected]> | 2013-07-09 23:30:55 -0400 |
commit | 63386b2f66a6d450889cd5368bc599beb7f1efbf (patch) | |
tree | a82f6a2acbbfc7d639687033060a44a0621e12a3 /src/gallium/drivers/ilo/ilo_resource.c | |
parent | 80bc14370a4db876ababc13404a93526c2b14de7 (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/drivers/ilo/ilo_resource.c')
0 files changed, 0 insertions, 0 deletions