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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/include/state_tracker
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]>
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