diff options
author | Ian Romanick <[email protected]> | 2011-01-20 12:05:38 -0800 |
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committer | Ian Romanick <[email protected]> | 2011-01-20 13:35:59 -0800 |
commit | 04dca296e0a5e5ffbb8acb699e013a23ebd7b645 (patch) | |
tree | 6d87f765778b356035e2f87f1cd9d895d5be6e9d /src/mesa/main/context.c | |
parent | dde3270c19143b42a55a93e1e85bb24194462671 (diff) |
mesa: Set correct values for range/precision of shader integer types
Diffstat (limited to 'src/mesa/main/context.c')
-rw-r--r-- | src/mesa/main/context.c | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index fe370fa369b..e017939a45c 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -534,8 +534,17 @@ init_program_limits(GLenum type, struct gl_program_constants *prog) prog->MediumFloat.RangeMax = 127; prog->MediumFloat.Precision = 23; prog->LowFloat = prog->HighFloat = prog->MediumFloat; - /* assume ints are stored as floats for now */ - prog->LowInt = prog->MediumInt = prog->HighInt = prog->MediumFloat; + + /* Assume ints are stored as floats for now, since this is the least-common + * denominator. The OpenGL ES spec implies (page 132) that the precision + * of integer types should be 0. Practically speaking, IEEE + * single-precision floating point values can only store integers in the + * range [-0x01000000, 0x01000000] without loss of precision. + */ + prog->MediumInt.RangeMin = 24; + prog->MediumInt.RangeMax = 24; + prog->MediumInt.Precision = 0; + prog->LowInt = prog->HighInt = prog->MediumInt; } |