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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Drivers/DRI/swrast"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89586#c38">Comment # 38</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Drivers/DRI/swrast"
href="https://bugs.freedesktop.org/show_bug.cgi?id=89586">bug 89586</a>
from <span class="vcard"><a class="email" href="mailto:daniel.sebald@ieee.org" title="Dan Sebald <daniel.sebald@ieee.org>"> <span class="fn">Dan Sebald</span></a>
</span></b>
<pre>0.1 tolerance is rather large (I'm guessing that applies to normalized
numbers). In this case the discrepancy doesn't come close to that big.
I looked up ARB_shader_precision and I'm seeing tolerance on the order of 2 to
3 units of the last place, generally, with a factor larger tolerance (16 ULP)
for the pow() function. Division is the source of the error in xfactor, which
has 2.5 ULP tolerance.
I can experiment with some of the C "next nearest number" routines and get a
feeling for the ULP. Thanks.</pre>
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