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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Graphical glitches in Unreal Engine 4"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83510#c11">Comment # 11</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Graphical glitches in Unreal Engine 4"
href="https://bugs.freedesktop.org/show_bug.cgi?id=83510">bug 83510</a>
from <span class="vcard"><a class="email" href="mailto:hverbeet@gmail.com" title="Henri Verbeet <hverbeet@gmail.com>"> <span class="fn">Henri Verbeet</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=83510#c10">comment #10</a>)
<span class="quote">> However, Tonga and later hardware doesn't have the legacy dx9 opcodes for
> MUL, MAD, RCP, RSQ, and LOG and they must be emulated with a comparison (or
> V_CLASS_F32 that returns whether it's NaN/+-Inf/Denorm/+-0/etc) +
> conditional assignment. It's better to do the conditional assignment after
> every RCP than after every MUL.</span >
Interesting, I wonder how that works out for Direct3D 9 applications. I don't
suppose there's a global switch instead like (at least some) Intel and NVIDIA
hardware has?</pre>
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