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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [softpipe] glxgears floating point exception"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66806#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [softpipe] glxgears floating point exception"
href="https://bugs.freedesktop.org/show_bug.cgi?id=66806">bug 66806</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=66806#c2">comment #2</a>)
<span class="quote">> Indeed
> <a href="http://software.intel.com/en-us/articles/x87-and-sse-floating-point-assists">http://software.intel.com/en-us/articles/x87-and-sse-floating-point-assists</a>-
> in-ia-32-flush-to-zero-ftz-and-denormals-are-zero-daz
>
> suggests to mask certain exceptions together with the FTZ/DAZ bits:
> So we should probably do the same.</span >
Yes but I think we really should mask ALL exceptions regardless of denorms. A
shader might easily do things causing exceptions (divide by zero or whatnot)
and there's certainly no signaled exceptions in 3d graphics. I think we've just
not seen issues because they are masked by default and no app unmasked them.
Might be worth adding a piglit test for that.</pre>
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