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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [llvmpipe] piglit glean polygonOffset regression"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71199#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [llvmpipe] piglit glean polygonOffset regression"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71199">bug 71199</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>My guess would be the test is invalid.
The "mrd" meaning is very precise both in d3d10 and OpenGl, and we were being
sloppy there before - it really should be exactly one bit (for unorm depth
formats).
I quickly looked at the test and I don't quite understand what it does to find
the ideal mrd. I suspect the math doesn't work out somewhere because the float
math is right at the limits of depth buffer precision (24 bit in this case).
Do closed source drivers actually pass this (and if so I wonder what their
calculated ideal/actual mrd values are)?</pre>
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