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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Graphical glitches r600 in game this war of mine linux native"
href="https://bugs.freedesktop.org/show_bug.cgi?id=103544#c8">Comment # 8</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Graphical glitches r600 in game this war of mine linux native"
href="https://bugs.freedesktop.org/show_bug.cgi?id=103544">bug 103544</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>(In reply to Roland Scheidegger from <a href="show_bug.cgi?id=103544#c7">comment #7</a>)
<span class="quote">> I guess though the question is why other mesa drivers render it correctly
> and how they avoid the NaNs if they also use ieee conformant behavior (if
> they actually render it correctly...).</span >
If you can get me a trace, I can have a look to see what happens with nouveau.
There's additional implications from having NaN's in RT outputs, i.e. what
happens in blending functions. I believe that nouveau configures the GPU for
the "zero wins" style of multiplication in the blending unit. And separately,
same thing for color clamps (I believe NVIDIA hw maps NaN -> 0 unconditionally
for that case).</pre>
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