diff options
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/llvmpipe/lp_test_main.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/llvmpipe/lp_test_main.c')
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_test_main.c | 5 |
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) |