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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/drivers/llvmpipe/lp_test_main.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/drivers/llvmpipe/lp_test_main.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_test_main.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_test_main.c b/src/gallium/drivers/llvmpipe/lp_test_main.c
index 4c610923146..8a896becf53 100644
--- a/src/gallium/drivers/llvmpipe/lp_test_main.c
+++ b/src/gallium/drivers/llvmpipe/lp_test_main.c
@@ -370,6 +370,11 @@ int main(int argc, char **argv)
unsigned i;
boolean success;
boolean single = FALSE;
+ unsigned fpstate;
+
+ util_cpu_detect();
+ fpstate = util_fpstate_get();
+ util_fpstate_set_denorms_to_zero(fpstate);
for(i = 1; i < argc; ++i) {
if(strcmp(argv[i], "-v") == 0)