On 9/12/18 11:44 PM, Roland Scheidegger wrote:
Am 12.09.2018 um 23:43 schrieb Roland Scheidegger:

I small precision I want to add: This is not the only place clamping
makes a difference.

Indeed else MUL_ZERO_WINS would be safe to use and remove all the clamping.


The rasterizers can produce NaN when given Inf in the vertex shader on
some devices for example,

and I think on some devices inf and FLT_MAX give different color in the
pixel shader.


Thus why I want to test carefully what do the other vendors for all the
shader versions (we know already there are

behaviour changes for some) and check with the behaviours mentionned
above, before removing the clamps when MUL_ZERO_WINS.
Yes it's all quite a mess. d3d9 rules are awkward (if they are even
documented), whereas gl may do whatever (personally I would consider at
least for core contexts everything not following ieee754 rules a bug,
well maybe not for gles...).
Forgot to mention, of course unless forced with things like mul_zero_wins.

Roland



Yes, it is indeed quite messy. The online official documentation says a thing,

and the drivers do differently. However all windows driver do mul_zero_wins.


Axel

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