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authorRoland Scheidegger <[email protected]>2018-05-07 21:04:27 +0200
committerRoland Scheidegger <[email protected]>2018-05-14 03:14:00 +0200
commitcf3fb42fb5eb6130693a4be0a7b5ea06b184ce2d (patch)
tree976915fb72eaf8f699b88db45f25a2dfe9662636 /src/gbm/Makefile.sources
parent5978d54a09e6ad151c0bd365de0e2c82bbf493d1 (diff)
llvmpipe: Fix random number generation for unit tests
We were never producing negative numbers for signed types. Also fix only producing half the valid range for uint32, and properly clamp signed values. Because this now also properly tests snorm with actually negative values, need to increase eps for such conversions. I believe these cannot actually be hit in ordinary operation (e.g. if a snorm texture is sampled and output to snorm RT, it will still go through snorm->float and float->snorm conversion), so don't bother to do anything to fix the bad accuracy (might be quite complex). Basically, the issue is for something like snorm16->snorm8 that in the end this will just use a 8 bit arithmetic right shift. But the math behind it says we should actually do a division by 32767 / 127, which is ~258, not 256. So the result can be one bit off (values have too large magnitude), and furthermore, the shift has incorrect rounding (always rounds down). For positive numbers, these errors have different direction, but for negative ones they have the same, hence for some values the error will be 2 bit in the end. Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=106232
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